v3.2.0: thrown weps (inc. arrows) no longer use atk delay on empty space
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@@ -58,9 +58,19 @@ public class ForceCube extends MissileWeapon {
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//no hitsound as it never hits enemies directly
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}
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@Override
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public float castDelay(Char user, int dst) {
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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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return delayFactor( user );
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} else {
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return super.castDelay(user, dst);
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}
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}
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@Override
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protected void onThrow(int cell) {
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if (Dungeon.level.pit[cell]){
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if ((Dungeon.level.pit[cell] && Actor.findChar(cell) == null)){
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super.onThrow(cell);
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return;
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}
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@@ -392,7 +392,12 @@ abstract public class MissileWeapon extends Weapon {
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@Override
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public float castDelay(Char user, int dst) {
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return delayFactor( user );
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if (Actor.findChar(dst) != null && Actor.findChar(dst) != user){
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//TODO force cube
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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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}
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}
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protected void rangedHit( Char enemy, int cell ){
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