v3.2.5: fixed crossbow charged shot melee not triggering in some cases
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@@ -22,12 +22,12 @@
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.darts.Dart;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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@@ -86,7 +86,10 @@ public class Crossbow extends MeleeWeapon {
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int dmg = super.proc(attacker, defender, damage);
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//stronger elastic effect
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if (attacker.buff(ChargedShot.class) != null && !(curItem instanceof Dart)){
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if (attacker == Dungeon.hero
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&& Dungeon.hero.buff(ChargedShot.class) != null
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//not proccing from a dart
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&& Dungeon.hero.belongings.attackingWeapon() == this){
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//trace a ballistica to our target (which will also extend past them
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Ballistica trajectory = new Ballistica(attacker.pos, defender.pos, Ballistica.STOP_TARGET);
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//trim it to just be the part that goes past them
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