v1.2.0: fixed crystal path rooms putting their own keys in themselves
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@@ -111,10 +111,6 @@ public class CrystalPathRoom extends SpecialRoom {
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door.y += center.y;
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}
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level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
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level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
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level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
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//figure out room order for loot, and start generating it!
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int idx = 0;
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for (int i = 0; i < rooms.length; i++){
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@@ -169,6 +165,10 @@ public class CrystalPathRoom extends SpecialRoom {
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}
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}
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level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
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level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
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level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
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entrance().set( Door.Type.LOCKED );
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level.addItemToSpawn( new IronKey( Dungeon.depth ) );
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