Fixed a bug where shooting star xp was awarded incorrectly on the last stardust of a level
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@@ -83,7 +83,6 @@ class ShootingStarMiningPulse(player: Player?, node: Scenery?, val star: Shootin
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if (GameWorld.settings?.isDevMode == true) {
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star.dustLeft = 1
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}
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star.decDust()
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val bonusXp = player.getAttribute("shooting-star:bonus-xp", 0).toDouble()
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var xp = star.level.exp.toDouble()
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@@ -103,6 +102,8 @@ class ShootingStarMiningPulse(player: Player?, node: Scenery?, val star: Shootin
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if(!inInventory(player, Items.ANCIENT_BLUEPRINT_14651) && !inBank(player, Items.ANCIENT_BLUEPRINT_14651)){
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rollBlueprint(player)
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}
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star.decDust()
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return false
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}
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