v2.1.0: fixed errors with new magic fire logic and adjusted it slightly
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@@ -208,12 +208,6 @@ public class MagicalFireRoom extends SpecialRoom {
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|| cur[cell-Dungeon.level.width()] > 0
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|| cur[cell+Dungeon.level.width()] > 0) {
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//ignore cells which are behind the magical fire or water
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if (Dungeon.level.map[cell] == Terrain.EMPTY_SP
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|| Dungeon.level.map[cell] == Terrain.WATER){
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continue;
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}
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//spread fire to nearby flammable cells
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if (Dungeon.level.flamable[cell] && (fire == null || fire.volume == 0 || fire.cur[cell] == 0)){
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GameScene.add(Blob.seed(cell, 4, Fire.class));
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@@ -226,7 +220,8 @@ public class MagicalFireRoom extends SpecialRoom {
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}
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//burn adjacent heaps, but only on outside cells
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if (Dungeon.level.heaps.get(cell) != null){
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if (Dungeon.level.heaps.get(cell) != null
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&& Dungeon.level.map[cell] != Terrain.EMPTY_SP){
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Dungeon.level.heaps.get(cell).burn();
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}
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}
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