v1.4.0: fixed bugs with new 'wait to trample' logic
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@@ -771,9 +771,9 @@ public class Hero extends Char {
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if (getCloser( action.dst )) {
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if (getCloser( action.dst )) {
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return true;
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return true;
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//Hero moves in place if there is a trap to trigger or grass to trample
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//Hero moves in place if there is an active trap to trigger or grass to trample
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} else if (!rooted &&
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} else if (!rooted && !flying &&
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(Dungeon.level.traps.get(pos) != null || Dungeon.level.map[pos] == Terrain.HIGH_GRASS)){
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(Dungeon.level.map[pos] == Terrain.TRAP || Dungeon.level.map[pos] == Terrain.HIGH_GRASS)){
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Dungeon.level.pressCell(pos);
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Dungeon.level.pressCell(pos);
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spendAndNext( 1 / speed() );
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spendAndNext( 1 / speed() );
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return false;
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return false;
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