v2.1.0: fixed magical misses not interrupting the hero
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@@ -324,10 +324,6 @@ public abstract class Char extends Actor {
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boolean visibleFight = Dungeon.level.heroFOV[pos] || Dungeon.level.heroFOV[enemy.pos];
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boolean visibleFight = Dungeon.level.heroFOV[pos] || Dungeon.level.heroFOV[enemy.pos];
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if (enemy == Dungeon.hero && Dungeon.hero.damageInterrupt){
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Dungeon.hero.interrupt();
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}
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if (enemy.isInvulnerable(getClass())) {
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if (enemy.isInvulnerable(getClass())) {
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if (visibleFight) {
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if (visibleFight) {
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@@ -521,6 +517,10 @@ public abstract class Char extends Actor {
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float acuStat = attacker.attackSkill( defender );
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float acuStat = attacker.attackSkill( defender );
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float defStat = defender.defenseSkill( attacker );
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float defStat = defender.defenseSkill( attacker );
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if (defender instanceof Hero && ((Hero) defender).damageInterrupt){
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((Hero) defender).interrupt();
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}
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//invisible chars always hit (for the hero this is surprise attacking)
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//invisible chars always hit (for the hero this is surprise attacking)
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if (attacker.invisible > 0 && attacker.canSurpriseAttack()){
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if (attacker.invisible > 0 && attacker.canSurpriseAttack()){
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acuStat = INFINITE_ACCURACY;
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acuStat = INFINITE_ACCURACY;
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