v1.4.2: fixed cases where spinners would fail to shoot webs
This commit is contained in:
+9
-2
@@ -132,13 +132,15 @@ public class Spinner extends Mob {
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}
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}
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private boolean shotWebVisually = false;
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private boolean shotWebVisually = false;
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private int visualWebPos = -1;
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@Override
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@Override
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public void move(int step, boolean travelling) {
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public void move(int step, boolean travelling) {
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if (travelling && enemySeen && webCoolDown <= 0 && lastEnemyPos != -1){
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if (travelling && enemySeen && webCoolDown <= 0 && lastEnemyPos != -1){
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if (webPos() != -1){
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if (webPos() != -1){
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if (sprite != null && (sprite.visible || enemy.sprite.visible)) {
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if (sprite != null && (sprite.visible || enemy.sprite.visible)) {
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sprite.zap( webPos() );
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visualWebPos = webPos();
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sprite.zap(visualWebPos);
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shotWebVisually = true;
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shotWebVisually = true;
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} else {
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} else {
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shootWeb();
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shootWeb();
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@@ -150,9 +152,13 @@ public class Spinner extends Mob {
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public int webPos(){
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public int webPos(){
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if (visualWebPos != -1){
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return visualWebPos;
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}
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Char enemy = this.enemy;
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Char enemy = this.enemy;
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if (enemy == null) return -1;
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if (enemy == null) return -1;
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Ballistica b;
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Ballistica b;
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//aims web in direction enemy is moving, or between self and enemy if they aren't moving
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//aims web in direction enemy is moving, or between self and enemy if they aren't moving
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if (lastEnemyPos == enemy.pos){
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if (lastEnemyPos == enemy.pos){
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@@ -210,6 +216,7 @@ public class Spinner extends Mob {
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if (Dungeon.level.heroFOV[enemy.pos]){
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if (Dungeon.level.heroFOV[enemy.pos]){
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Dungeon.hero.interrupt();
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Dungeon.hero.interrupt();
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}
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}
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visualWebPos = -1;
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}
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}
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next();
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next();
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}
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}
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