v3.2.0: fixed new thrown weapon delay change triggering on aim pos
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@@ -646,7 +646,7 @@ public class Item implements Bundlable {
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Char enemy = Actor.findChar( cell );
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QuickSlotButton.target(enemy);
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final float delay = castDelay(user, dst);
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final float delay = castDelay(user, cell);
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if (enemy != null) {
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((MissileSprite) user.sprite.parent.recycle(MissileSprite.class)).
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@@ -694,7 +694,7 @@ public class Item implements Bundlable {
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}
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}
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public float castDelay( Char user, int dst ){
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public float castDelay( Char user, int cell ){
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return TIME_TO_THROW;
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}
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@@ -387,7 +387,7 @@ public class SpiritBow extends Weapon {
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user.buff(Talent.LethalMomentumTracker.class).detach();
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user.next();
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} else {
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user.spendAndNext(castDelay(user, dst));
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user.spendAndNext(castDelay(user, cell));
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}
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sniperSpecial = false;
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flurryCount = -1;
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@@ -442,7 +442,7 @@ public class SpiritBow extends Weapon {
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user.buff(Talent.LethalMomentumTracker.class).detach();
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user.next();
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} else {
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user.spendAndNext(castDelay(user, dst));
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user.spendAndNext(castDelay(user, cell));
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}
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sniperSpecial = false;
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flurryCount = -1;
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@@ -59,12 +59,12 @@ public class ForceCube extends MissileWeapon {
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}
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@Override
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public float castDelay(Char user, int dst) {
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public float castDelay(Char user, int cell) {
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//special rules as throwing this onto empty space or yourself does trigger it
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if (!Dungeon.level.pit[dst] && Actor.findChar(dst) == null){
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if (!Dungeon.level.pit[cell] && Actor.findChar(cell) == null){
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return delayFactor( user );
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} else {
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return super.castDelay(user, dst);
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return super.castDelay(user, cell);
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}
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}
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@@ -391,12 +391,11 @@ abstract public class MissileWeapon extends Weapon {
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}
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@Override
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public float castDelay(Char user, int dst) {
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if (Actor.findChar(dst) != null && Actor.findChar(dst) != user){
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//TODO force cube
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public float castDelay(Char user, int cell) {
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if (Actor.findChar(cell) != null && Actor.findChar(cell) != user){
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return delayFactor( user );
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} else {
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return super.castDelay(user, dst);
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return super.castDelay(user, cell);
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}
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}
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