v1.3.0: fixed some incorrect fog of war with fast enemies + mind vis
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@@ -845,8 +845,8 @@ public class Dungeon {
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BArray.or( level.visited, level.heroFOV, m.pos - 1 - level.width(), 3, level.visited );
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BArray.or( level.visited, level.heroFOV, m.pos - 1 - level.width(), 3, level.visited );
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BArray.or( level.visited, level.heroFOV, m.pos - 1, 3, level.visited );
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BArray.or( level.visited, level.heroFOV, m.pos - 1, 3, level.visited );
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BArray.or( level.visited, level.heroFOV, m.pos - 1 + level.width(), 3, level.visited );
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BArray.or( level.visited, level.heroFOV, m.pos - 1 + level.width(), 3, level.visited );
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//updates adjacent cells too
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//radius grows if mob moves quickly
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GameScene.updateFog(m.pos, 2);
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GameScene.updateFog(m.pos, 1 + (int)Math.ceil(m.speed()));
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}
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}
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}
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}
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@@ -865,7 +865,8 @@ public class Dungeon {
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BArray.or( level.visited, level.heroFOV, ch.pos - 1 - level.width(), 3, level.visited );
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BArray.or( level.visited, level.heroFOV, ch.pos - 1 - level.width(), 3, level.visited );
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BArray.or( level.visited, level.heroFOV, ch.pos - 1, 3, level.visited );
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BArray.or( level.visited, level.heroFOV, ch.pos - 1, 3, level.visited );
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BArray.or( level.visited, level.heroFOV, ch.pos - 1 + level.width(), 3, level.visited );
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BArray.or( level.visited, level.heroFOV, ch.pos - 1 + level.width(), 3, level.visited );
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GameScene.updateFog(ch.pos, 2);
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//radius grows if mob moves quickly
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GameScene.updateFog(ch.pos, 1 + (int)Math.ceil(ch.speed()));
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}
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}
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for (TalismanOfForesight.HeapAwareness h : hero.buffs(TalismanOfForesight.HeapAwareness.class)){
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for (TalismanOfForesight.HeapAwareness h : hero.buffs(TalismanOfForesight.HeapAwareness.class)){
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