v1.4.3: fixed crashes in spectral necromancer sprite
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+1
-5
@@ -28,18 +28,14 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.AllyBuff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.AllyBuff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.ChampionEnemy;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.ChampionEnemy;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corruption;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Pushing;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Pushing;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfRemoveCurse;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfRemoveCurse;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.NecromancerSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.SpectralNecromancerSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.SpectralNecromancerSprite;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Random;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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import java.util.ArrayList;
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import java.util.Collections;
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public class SpectralNecromancer extends Necromancer {
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public class SpectralNecromancer extends Necromancer {
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@@ -111,7 +107,7 @@ public class SpectralNecromancer extends Necromancer {
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//cancel if character cannot be moved
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//cancel if character cannot be moved
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if (Char.hasProp(Actor.findChar(summoningPos), Property.IMMOVABLE)){
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if (Char.hasProp(Actor.findChar(summoningPos), Property.IMMOVABLE)){
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summoning = false;
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summoning = false;
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((NecromancerSprite)sprite).finishSummoning();
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((SpectralNecromancerSprite)sprite).finishSummoning();
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spend(TICK);
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spend(TICK);
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return;
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return;
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}
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}
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