v0.9.2b: fixed summoning bones vfx persisting in various cases
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96e9d2fe0b
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@ -72,7 +72,7 @@ public class Necromancer extends Mob {
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protected boolean act() {
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protected boolean act() {
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if (summoning && state != HUNTING){
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if (summoning && state != HUNTING){
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summoning = false;
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summoning = false;
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updateSpriteState();
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if (sprite instanceof NecromancerSprite) ((NecromancerSprite) sprite).cancelSummoning();
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}
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}
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return super.act();
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return super.act();
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}
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}
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@ -94,6 +94,12 @@ public class NecromancerSprite extends MobSprite {
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}
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}
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}
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}
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public void cancelSummoning(){
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if (summoningBones != null){
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summoningBones.on = false;
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}
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}
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public void finishSummoning(){
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public void finishSummoning(){
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if (summoningBones.visible) {
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if (summoningBones.visible) {
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Sample.INSTANCE.play(Assets.Sounds.BONES);
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Sample.INSTANCE.play(Assets.Sounds.BONES);
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