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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-05-24 15:55:31 -0400
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-05-24 15:55:31 -0400
commit39c7e5062ed85cd59f88bc3431e4a72f7d6936ab (patch)
treebb076f1f69fc732712ebc8119f65730a08399e9f /src/renderer.cpp
parent60e13fb891ce4cb534d90a9d6f11db36856ab72c (diff)
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caverns shift in the dark
after moving, any tile that just became dark will randomly become a wall or a floor. then, all of the dark tiles will be ticked three times. this is to cause a sense of being lost by having the caverns shift around you where you can't see.

the radius of dust scattering after a lamp drops/pops increases with the number of pops that have occured due to that drop. this allows chain reactions of popping lamps to occur.

both dust and the player are now considered illuminated (in addition to being light sources).
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