v2.1.0: fixed bugs with action-stacking while using flurry
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@@ -388,14 +388,14 @@ public class SpiritBow extends Weapon {
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}
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return;
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}
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QuickSlotButton.target(enemy);
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final boolean last = flurryCount == 1;
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user.busy();
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throwSound();
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user.sprite.zap(cell);
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((MissileSprite) user.sprite.parent.recycle(MissileSprite.class)).
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reset(user.sprite,
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cell,
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@@ -407,8 +407,27 @@ public class SpiritBow extends Weapon {
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curUser = user;
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onThrow(cell);
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}
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if (last) {
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flurryCount--;
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if (flurryCount > 0){
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Actor.add(new Actor() {
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{
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actPriority = VFX_PRIO-1;
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}
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@Override
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protected boolean act() {
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flurryActor = this;
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int target = QuickSlotButton.autoAim(enemy, SpiritArrow.this);
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if (target == -1) target = cell;
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cast(user, target);
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Actor.remove(this);
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return false;
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}
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});
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curUser.next();
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} else {
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if (user.buff(Talent.LethalMomentumTracker.class) != null){
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user.buff(Talent.LethalMomentumTracker.class).detach();
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user.next();
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@@ -426,32 +445,6 @@ public class SpiritBow extends Weapon {
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}
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});
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user.sprite.zap(cell, new Callback() {
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@Override
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public void call() {
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flurryCount--;
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if (flurryCount > 0){
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Actor.add(new Actor() {
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{
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actPriority = VFX_PRIO-1;
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}
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@Override
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protected boolean act() {
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flurryActor = this;
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int target = QuickSlotButton.autoAim(enemy, SpiritArrow.this);
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if (target == -1) target = cell;
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cast(user, target);
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Actor.remove(this);
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return false;
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}
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});
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curUser.next();
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}
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}
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});
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} else {
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if (user.hasTalent(Talent.SEER_SHOT)
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