v2.1.0: fixed bugs with action-stacking while using flurry
This commit is contained in:
+16
-23
@@ -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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QuickSlotButton.target(enemy);
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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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@@ -408,27 +408,6 @@ public class SpiritBow extends Weapon {
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onThrow(cell);
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}
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if (last) {
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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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} else {
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user.spendAndNext(castDelay(user, dst));
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}
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sniperSpecial = false;
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flurryCount = -1;
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}
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if (flurryActor != null){
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flurryActor.next();
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flurryActor = null;
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}
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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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@@ -448,6 +427,20 @@ public class SpiritBow extends Weapon {
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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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} else {
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user.spendAndNext(castDelay(user, dst));
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}
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sniperSpecial = false;
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flurryCount = -1;
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}
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if (flurryActor != null){
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flurryActor.next();
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flurryActor = null;
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}
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}
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});
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