v2.5.0: flying mobs now visually fall into chasms if they die on them
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@@ -127,6 +127,7 @@ import com.shatteredpixel.shatteredpixeldungeon.plants.Earthroot;
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import com.shatteredpixel.shatteredpixeldungeon.plants.Swiftthistle;
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import com.shatteredpixel.shatteredpixeldungeon.plants.Swiftthistle;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.MobSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.BArray;
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import com.watabou.utils.BArray;
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@@ -893,7 +894,12 @@ public abstract class Char extends Actor {
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public void die( Object src ) {
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public void die( Object src ) {
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destroy();
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destroy();
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if (src != Chasm.class) sprite.die();
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if (src != Chasm.class) {
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sprite.die();
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if (flying && Dungeon.level != null && sprite instanceof MobSprite && Dungeon.level.map[pos] == Terrain.CHASM){
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((MobSprite) sprite).fall();
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}
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}
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}
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}
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//we cache this info to prevent having to call buff(...) in isAlive.
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//we cache this info to prevent having to call buff(...) in isAlive.
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