v3.2.5: fixed very specific errors relating to inter-floor teleports
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@@ -131,7 +131,7 @@ public class BeaconOfReturning extends Spell {
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Char existing = Actor.findChar(returnPos);
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if (existing != null && existing != hero){
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Char toPush = !Char.hasProp(existing, Char.Property.IMMOVABLE) ? hero : existing;
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Char toPush = Char.hasProp(existing, Char.Property.IMMOVABLE) ? hero : existing;
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ArrayList<Integer> candidates = new ArrayList<>();
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for (int n : PathFinder.NEIGHBOURS8) {
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@@ -527,7 +527,17 @@ public class GameScene extends PixelScene {
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new Flare( 5, 16 ).color( 0xFFFF00, true ).show( hero, 4f ) ;
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break;
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case RETURN:
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ScrollOfTeleportation.appearVFX( Dungeon.hero );
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if (Dungeon.level.pit[Dungeon.hero.pos] && !Dungeon.hero.flying){
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//delay this so falling into the chasm processes properly
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ShatteredPixelDungeon.runOnRenderThread(new Callback() {
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@Override
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public void call() {
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ScrollOfTeleportation.appearVFX(Dungeon.hero);
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}
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});
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} else {
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ScrollOfTeleportation.appearVFX(Dungeon.hero);
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}
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break;
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case DESCEND:
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case FALL:
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