v2.0.0: fixed very specific cases of Goo particles behaving incorrectly
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@@ -66,8 +66,8 @@ public class Goo extends Mob {
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@Override
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public int damageRoll() {
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int min = 1;
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int max = (HP*2 <= HT) ? 12 : 8;
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int min = 0;
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int max = 0;
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if (pumpedUp > 0) {
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pumpedUp = 0;
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if (enemy == Dungeon.hero) {
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@@ -101,8 +101,9 @@ public class Goo extends Mob {
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@Override
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public boolean act() {
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if (state != HUNTING){
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if (state != HUNTING && pumpedUp > 0){
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pumpedUp = 0;
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sprite.idle();
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}
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if (Dungeon.level.water[pos] && HP < HT) {
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@@ -91,6 +91,10 @@ public class GooSprite extends MobSprite {
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} else {
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play(pump);
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Sample.INSTANCE.play( Assets.Sounds.CHARGEUP, 1f, warnDist == 1 ? 0.8f : 1f );
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if (ch.fieldOfView == null || ch.fieldOfView.length != Dungeon.level.length()){
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ch.fieldOfView = new boolean[Dungeon.level.length()];
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Dungeon.level.updateFieldOfView( ch, ch.fieldOfView );
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}
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for (int i = 0; i < Dungeon.level.length(); i++){
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if (ch.fieldOfView != null && ch.fieldOfView[i]
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&& Dungeon.level.distance(i, ch.pos) <= warnDist
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