v2.3.0: fixed rapier lunge not always using rapier when checking range

This commit is contained in:
Evan Debenham
2024-01-14 15:38:23 -05:00
parent 96e4c74ca8
commit b9d54e3f6f

View File

@@ -111,6 +111,7 @@ public class Rapier extends MeleeWeapon {
}
final int dest = lungeCell;
hero.busy();
Sample.INSTANCE.play(Assets.Sounds.MISS);
hero.sprite.jump(hero.pos, dest, 0, 0.1f, new Callback() {
@@ -123,6 +124,7 @@ public class Rapier extends MeleeWeapon {
Dungeon.level.occupyCell(hero);
Dungeon.observe();
hero.belongings.abilityWeapon = wep; //set this early to we can check canAttack
if (enemy != null && hero.canAttack(enemy)) {
hero.sprite.attack(enemy.pos, new Callback() {
@Override