v0.2.4d: fixed some visual bugs with items barred from challenges
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@@ -67,6 +67,7 @@ import com.shatteredpixel.shatteredpixeldungeon.mechanics.ShadowCaster;
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import com.shatteredpixel.shatteredpixeldungeon.plants.BlandfruitBush;
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import com.shatteredpixel.shatteredpixeldungeon.plants.BlandfruitBush;
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import com.shatteredpixel.shatteredpixeldungeon.plants.Plant;
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import com.shatteredpixel.shatteredpixeldungeon.plants.Plant;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.Scene;
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import com.watabou.noosa.Scene;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.noosa.audio.Sample;
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@@ -602,8 +603,11 @@ public abstract class Level implements Bundlable {
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(Dungeon.isChallenged( Challenges.NO_SCROLLS ) && ((item instanceof Scroll && !(item instanceof ScrollOfUpgrade)) || item instanceof ScrollHolder)) ||
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(Dungeon.isChallenged( Challenges.NO_SCROLLS ) && ((item instanceof Scroll && !(item instanceof ScrollOfUpgrade)) || item instanceof ScrollHolder)) ||
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item == null) {
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item == null) {
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//create a dummy heap, give it a dummy sprite, don't add it to the game, and return it.
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//effectively nullifies whatever the logic calling this wants to do, including dropping items.
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Heap heap = new Heap();
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Heap heap = new Heap();
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GameScene.add( heap );
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ItemSprite sprite = heap.sprite = new ItemSprite();
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sprite.link( heap );
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return heap;
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return heap;
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}
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}
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