v2.0.0: rapier lunge now closes doors
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+5
@@ -27,6 +27,8 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Door;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.ui.AttackIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.ui.AttackIndicator;
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@@ -102,6 +104,9 @@ public class Rapier extends MeleeWeapon {
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hero.sprite.jump(hero.pos, dest, 0, 0.1f, new Callback() {
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hero.sprite.jump(hero.pos, dest, 0, 0.1f, new Callback() {
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@Override
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@Override
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public void call() {
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public void call() {
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if (Dungeon.level.map[hero.pos] == Terrain.OPEN_DOOR) {
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Door.leave( hero.pos );
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}
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hero.pos = dest;
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hero.pos = dest;
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Dungeon.level.occupyCell(hero);
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Dungeon.level.occupyCell(hero);
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