v3.2.0: sacrificial fire now applies exactly as a char moves onto it
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@@ -29,6 +29,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Statistics;
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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.blobs.Blob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.SacrificialFire;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.SmokeScreen;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Web;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.WellWater;
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@@ -61,7 +62,9 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Piranha;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.YogFist;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Blacksmith;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Sheep;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.FlowParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SacrificialParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.WindParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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@@ -1119,6 +1122,13 @@ public abstract class Level implements Bundlable {
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Web.affectChar( ch );
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}
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if (Blob.volumeAt(ch.pos, SacrificialFire.class) > 0 && ch.buff( SacrificialFire.Marked.class ) == null){
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if (Dungeon.level.heroFOV[ch.pos]) {
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CellEmitter.get(ch.pos).burst( SacrificialParticle.FACTORY, 5 );
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}
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Buff.prolong( ch, SacrificialFire.Marked.class, SacrificialFire.Marked.DURATION );
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}
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if (!ch.flying){
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//we call act here instead of detach in case the debuffs haven't managed to deal dmg once yet
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