v3.0.0: cleaned up inconsistency in use of spawnedForEffect
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@@ -301,16 +301,16 @@ abstract public class MissileWeapon extends Weapon {
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protected void rangedHit( Char enemy, int cell ){
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decrementDurability();
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if (durability > 0){
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if (durability > 0 && !spawnedForEffect){
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//attempt to stick the missile weapon to the enemy, just drop it if we can't.
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if (sticky && !spawnedForEffect && enemy != null && enemy.isActive() && enemy.alignment != Char.Alignment.ALLY){
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if (sticky && enemy != null && enemy.isActive() && enemy.alignment != Char.Alignment.ALLY){
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PinCushion p = Buff.affect(enemy, PinCushion.class);
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if (p.target == enemy){
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p.stick(this);
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return;
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}
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}
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if (!spawnedForEffect) Dungeon.level.drop( this, cell ).sprite.drop();
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Dungeon.level.drop( this, cell ).sprite.drop();
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}
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}
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@@ -134,7 +134,7 @@ public abstract class TippedDart extends Dart {
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//attempt to stick the dart to the enemy, just drop it if we can't.
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Dart d = new Dart();
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Catalog.countUse(getClass());
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if (sticky && !spawnedForEffect && enemy != null && enemy.isAlive() && enemy.alignment != Char.Alignment.ALLY){
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if (sticky && enemy != null && enemy.isAlive() && enemy.alignment != Char.Alignment.ALLY){
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PinCushion p = Buff.affect(enemy, PinCushion.class);
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if (p.target == enemy){
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p.stick(d);
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