v0.3.5: added support for longer reach weapons
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@@ -75,8 +75,8 @@ import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfMight;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfTenacity;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.Scroll;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicMapping;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicalInfusion;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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@@ -800,7 +800,11 @@ public class Hero extends Char {
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enemy = action.target;
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if (Level.adjacent( pos, enemy.pos ) && enemy.isAlive() && !isCharmedBy( enemy )) {
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boolean inRange = belongings.weapon != null ?
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Level.distance( pos, enemy.pos ) <= belongings.weapon.reachFactor(this)
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: Level.adjacent( pos, enemy.pos );
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if (inRange && enemy.isAlive() && !isCharmedBy( enemy )) {
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spend( attackDelay() );
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sprite.attack( enemy.pos );
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