v0.9.3: fixed various crash bugs
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+5
-2
@@ -544,8 +544,11 @@ public class YogDzewa extends Mob {
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fistSummons.clear();
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fistSummons.clear();
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Collections.addAll(fistSummons, bundle.getClassArray(FIST_SUMMONS));
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Collections.addAll(fistSummons, bundle.getClassArray(FIST_SUMMONS));
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challengeSummons.clear();
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//pre-0.9.3 saves
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Collections.addAll(challengeSummons, bundle.getClassArray(CHALLENGE_SUMMONS));
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if (bundle.contains(CHALLENGE_SUMMONS)) {
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challengeSummons.clear();
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Collections.addAll(challengeSummons, bundle.getClassArray(CHALLENGE_SUMMONS));
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}
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regularSummons.clear();
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regularSummons.clear();
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Collections.addAll(regularSummons, bundle.getClassArray(REGULAR_SUMMONS));
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Collections.addAll(regularSummons, bundle.getClassArray(REGULAR_SUMMONS));
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+1
-1
@@ -334,7 +334,7 @@ public class CavesBossLevel extends Level {
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}
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}
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public void eliminatePylon(){
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public void eliminatePylon(){
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customArenaVisuals.updateState();
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if (customArenaVisuals != null) customArenaVisuals.updateState();
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int pylonsRemaining = 0;
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int pylonsRemaining = 0;
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for (Mob m : mobs){
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for (Mob m : mobs){
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if (m instanceof DM300){
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if (m instanceof DM300){
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@@ -92,7 +92,7 @@ public class GooSprite extends MobSprite {
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play(pump);
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play(pump);
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Sample.INSTANCE.play( Assets.Sounds.CHARGEUP, 1f, warnDist == 1 ? 0.8f : 1f );
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Sample.INSTANCE.play( Assets.Sounds.CHARGEUP, 1f, warnDist == 1 ? 0.8f : 1f );
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for (int i = 0; i < Dungeon.level.length(); i++){
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for (int i = 0; i < Dungeon.level.length(); i++){
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if (ch.fieldOfView[i]
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if (ch.fieldOfView != null && ch.fieldOfView[i]
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&& Dungeon.level.distance(i, ch.pos) <= warnDist
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&& Dungeon.level.distance(i, ch.pos) <= warnDist
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&& new Ballistica( ch.pos, i, Ballistica.STOP_TARGET | Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID).collisionPos == i
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&& new Ballistica( ch.pos, i, Ballistica.STOP_TARGET | Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID).collisionPos == i
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&& new Ballistica( i, ch.pos, Ballistica.STOP_TARGET | Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID).collisionPos == ch.pos){
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&& new Ballistica( i, ch.pos, Ballistica.STOP_TARGET | Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID).collisionPos == ch.pos){
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