v0.5.0: evil eye deathgaze is now visible in more cases
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@ -133,7 +133,7 @@ public class Eye extends Mob {
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spend( attackDelay() );
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spend( attackDelay() );
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if (Dungeon.visible[pos]) {
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if (Dungeon.visible[pos] || Dungeon.visible[beam.collisionPos] ) {
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sprite.zap( beam.collisionPos );
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sprite.zap( beam.collisionPos );
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return false;
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return false;
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} else {
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} else {
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@ -104,12 +104,10 @@ public class EyeSprite extends MobSprite {
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super.onComplete( anim );
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super.onComplete( anim );
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if (anim == zap) {
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if (anim == zap) {
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if (Dungeon.visible[ch.pos] || Dungeon.visible[zapPos]) {
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if (Actor.findChar(zapPos) != null){
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if (Actor.findChar(zapPos) != null){
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parent.add(new Beam.DeathRay(center(), Actor.findChar(zapPos).sprite.center()));
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parent.add(new Beam.DeathRay(center(), Actor.findChar(zapPos).sprite.center()));
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} else {
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} else {
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parent.add(new Beam.DeathRay(center(), DungeonTilemap.raisedTileCenterToWorld(zapPos)));
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parent.add(new Beam.DeathRay(center(), DungeonTilemap.raisedTileCenterToWorld(zapPos)));
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}
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}
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}
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((Eye)ch).deathGaze();
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((Eye)ch).deathGaze();
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ch.next();
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ch.next();
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