v0.2.2: falling items now appear on the next depth (potions shatter)
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@@ -24,6 +24,13 @@ import java.util.Arrays;
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import java.util.Date;
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import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Fire;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ParalyticGas;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ToxicGas;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfLiquidFlame;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfParalyticGas;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfToxicGas;
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import com.watabou.noosa.Game;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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@@ -327,6 +334,22 @@ public class Dungeon {
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if (respawner != null) {
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Actor.add( level.respawner() );
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}
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for (Potion potion : level.fallingPotions){
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int cell = level.randomRespawnCell();
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while (cell == -1)
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cell = level.randomRespawnCell();
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if (potion instanceof PotionOfLiquidFlame)
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GameScene.add(Blob.seed(cell, 2, Fire.class));
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else if (potion instanceof PotionOfToxicGas)
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GameScene.add( Blob.seed( cell, 1000, ToxicGas.class ) );
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else if (potion instanceof PotionOfParalyticGas)
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GameScene.add( Blob.seed( cell, 1000, ParalyticGas.class ) );
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}
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level.fallingPotions.clear();
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hero.pos = pos != -1 ? pos : level.exit;
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