v1.4.3: fixed zap errors in bright fist and shock elemental
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+1
-1
@@ -206,7 +206,7 @@ public abstract class ElementalSprite extends MobSprite {
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//different bolt, so overrides zap
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//different bolt, so overrides zap
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@Override
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@Override
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public void zap( int cell ) {
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public void zap( int cell ) {
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super.zap( cell );
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super.zap( cell, null );
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((Elemental)ch).onZapComplete();
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((Elemental)ch).onZapComplete();
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parent.add( new Beam.LightRay(center(), DungeonTilemap.raisedTileCenterToWorld(cell)));
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parent.add( new Beam.LightRay(center(), DungeonTilemap.raisedTileCenterToWorld(cell)));
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@@ -118,6 +118,7 @@ public abstract class FistSprite extends MobSprite {
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jump(ch.pos, ch.pos, null, 9, SLAM_TIME );
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jump(ch.pos, ch.pos, null, 9, SLAM_TIME );
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}
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}
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//different bolt, so overrides zap
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public void zap( int cell ) {
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public void zap( int cell ) {
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super.zap( cell );
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super.zap( cell );
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@@ -265,7 +266,7 @@ public abstract class FistSprite extends MobSprite {
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@Override
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@Override
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public void zap( int cell ) {
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public void zap( int cell ) {
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super.zap( cell );
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super.zap( cell, null );
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((YogFist)ch).onZapComplete();
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((YogFist)ch).onZapComplete();
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parent.add( new Beam.LightRay(center(), DungeonTilemap.raisedTileCenterToWorld(cell)));
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parent.add( new Beam.LightRay(center(), DungeonTilemap.raisedTileCenterToWorld(cell)));
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