v0.6.1b: further fixes for hero searching more often than intended
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@@ -483,7 +483,7 @@ public class Hero extends Char {
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Dungeon.observe();
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Dungeon.observe();
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}
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}
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if (curAction == null || search(false)) {
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if (curAction == null) {
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if (resting) {
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if (resting) {
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spend( TIME_TO_REST ); next();
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spend( TIME_TO_REST ); next();
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@@ -1105,6 +1105,8 @@ public class Hero extends Char {
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move(step);
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move(step);
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spend( moveTime / speed() );
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spend( moveTime / speed() );
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search(false);
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//FIXME this is a fairly sloppy fix for a crash involving pitfall traps.
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//FIXME this is a fairly sloppy fix for a crash involving pitfall traps.
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//really there should be a way for traps to specify whether action should continue or
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//really there should be a way for traps to specify whether action should continue or
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@@ -1528,7 +1530,7 @@ public class Hero extends Char {
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for (int y = ay; y <= by; y++) {
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for (int y = ay; y <= by; y++) {
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for (int x = ax, p = ax + y * Dungeon.level.width(); x <= bx; x++, p++) {
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for (int x = ax, p = ax + y * Dungeon.level.width(); x <= bx; x++, p++) {
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if (Dungeon.visible[p]) {
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if (Dungeon.visible[p] && p != pos) {
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if (intentional) {
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if (intentional) {
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sprite.parent.addToBack( new CheckedCell( p ) );
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sprite.parent.addToBack( new CheckedCell( p ) );
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