v1.4.0: fixed immovable chars (mainly sentries) displacing Tengu items
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@@ -74,9 +74,11 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.rogue.DeathMark;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.warrior.Endure;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Elemental;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Tengu;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.MirrorImage;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.PrismaticImage;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.AntiMagic;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Potential;
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import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Viscosity;
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@@ -173,7 +175,10 @@ public abstract class Char extends Actor {
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do {
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n = pos + PathFinder.NEIGHBOURS8[Random.Int( 8 )];
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} while (!Dungeon.level.passable[n] && !Dungeon.level.avoid[n]);
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Dungeon.level.drop( heap.pickUp(), n ).sprite.drop( pos );
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Item item = heap.peek();
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if (!(item instanceof Tengu.BombAbility.BombItem || item instanceof Tengu.ShockerAbility.ShockerItem)){
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Dungeon.level.drop( heap.pickUp(), n ).sprite.drop( pos );
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}
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}
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}
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