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XEEN: Fix applying characters' fire resistance when walking on lava
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c64853de41
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@ -639,12 +639,12 @@ void Interface::doStepCode() {
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case SURFTYPE_LAVA:
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// It burns, it burns!
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damage = 100;
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party._damageType = DT_FIRE;
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combat._damageType = DT_FIRE;
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break;
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case SURFTYPE_SKY:
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// We can fly, we can.. oh wait, we can't!
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damage = 100;
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party._damageType = DT_PHYSICAL;
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combat._damageType = DT_PHYSICAL;
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_falling = FALL_IN_PROGRESS;
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break;
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case SURFTYPE_DESERT:
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@ -654,7 +654,7 @@ void Interface::doStepCode() {
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break;
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case SURFTYPE_CLOUD:
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if (!party._levitateCount) {
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party._damageType = DT_PHYSICAL;
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combat._damageType = DT_PHYSICAL;
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_falling = FALL_IN_PROGRESS;
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damage = 100;
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}
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@ -254,7 +254,6 @@ Party::Party(XeenEngine *vm) {
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_newDay = false;
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_isNight = false;
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_stepped = false;
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_damageType = DT_PHYSICAL;
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_fallMaze = 0;
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_fallDamage = 0;
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_dead = false;
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@ -233,7 +233,6 @@ public:
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Common::Point _fallPosition;
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int _fallMaze;
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int _fallDamage;
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DamageType _damageType;
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bool _dead;
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Treasure _treasure;
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Treasure _savedTreasure;
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