v1.3.0: red sentry no longer fires on players with a lost inventory
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@@ -28,6 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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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.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LostInventory;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Eye;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Eye;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.NPC;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.NPC;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Beam;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Beam;
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@@ -239,7 +240,8 @@ public class SentryRoom extends SpecialRoom {
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if (Dungeon.hero != null){
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if (Dungeon.hero != null){
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if (fieldOfView[Dungeon.hero.pos]
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if (fieldOfView[Dungeon.hero.pos]
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&& Dungeon.level.map[Dungeon.hero.pos] == Terrain.EMPTY_SP
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&& Dungeon.level.map[Dungeon.hero.pos] == Terrain.EMPTY_SP
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&& room.inside(Dungeon.level.cellToPoint(Dungeon.hero.pos))){
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&& room.inside(Dungeon.level.cellToPoint(Dungeon.hero.pos))
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&& Dungeon.hero.buff(LostInventory.class) == null){
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if (curChargeDelay > 0.001f){ //helps prevent rounding errors
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if (curChargeDelay > 0.001f){ //helps prevent rounding errors
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if (curChargeDelay == initialChargeDelay) {
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if (curChargeDelay == initialChargeDelay) {
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