v3.0.0: fixed surface scene counting a win every time it was reset
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@@ -22,7 +22,9 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.GamesInProgress;
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import com.shatteredpixel.shatteredpixeldungeon.Statistics;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Ghost;
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@@ -152,7 +154,20 @@ public class SewerLevel extends RegularLevel {
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return false;
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} else {
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Statistics.ascended = true;
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Game.switchScene( SurfaceScene.class );
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Game.switchScene(SurfaceScene.class, new Game.SceneChangeCallback() {
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@Override
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public void beforeCreate() {
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}
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@Override
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public void afterCreate() {
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Badges.validateHappyEnd();
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Dungeon.win( Amulet.class );
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Dungeon.deleteGame( GamesInProgress.curSlot, true );
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Badges.saveGlobal();
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}
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});
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return true;
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}
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} else {
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@@ -22,12 +22,9 @@
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package com.shatteredpixel.shatteredpixeldungeon.scenes;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.GamesInProgress;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.abilities.Ratmogrify;
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import com.shatteredpixel.shatteredpixeldungeon.items.Amulet;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose;
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import com.shatteredpixel.shatteredpixeldungeon.items.remains.RemainsItem;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfLivingEarth;
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@@ -266,11 +263,6 @@ public class SurfaceScene extends PixelScene {
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gameOver.setSize( SKY_WIDTH - FRAME_MARGIN_X * 2, BUTTON_HEIGHT );
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gameOver.setPos( frame.x + FRAME_MARGIN_X * 2, frame.y + frame.height + 4 );
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add( gameOver );
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Badges.validateHappyEnd();
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Dungeon.win( Amulet.class );
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Dungeon.deleteGame( GamesInProgress.curSlot, true );
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Badges.saveGlobal();
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fadeIn();
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}
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