swap zone position for opponent
swap position of opponent exile zone and opponent library zone, since a lot of codes use reveal for library, and hand, it's much easier to target the exile . Also cards that display from the top of library is not blocked anymore.
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@@ -343,7 +343,7 @@ void CardSelector::Render()
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//card->DrawCard(bigpos, mDrawMode);
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//card->DrawCard(bigpos, mDrawMode);
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if(timer > 0)
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if(timer > 0)
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{
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{
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float modx = 14.f;
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float modx = 0.f;
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Pos npos = Pos(bigpos.x+modx,bigpos.y-4.f,bigpos.zoom-(bigpos.zoom/5),bigpos.t,bigpos.alpha);
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Pos npos = Pos(bigpos.x+modx,bigpos.y-4.f,bigpos.zoom-(bigpos.zoom/5),bigpos.t,bigpos.alpha);
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card->DrawCard(npos, mDrawMode);
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card->DrawCard(npos, mDrawMode);
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}
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}
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@@ -20,17 +20,17 @@ GuiAvatars::GuiAvatars(DuelLayers* duelLayers) :
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Add(opponent = NEW GuiAvatar(0, 0, false, mpDuelLayers->getRenderedPlayerOpponent(), GuiAvatar::TOP_LEFT, this));
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Add(opponent = NEW GuiAvatar(0, 0, false, mpDuelLayers->getRenderedPlayerOpponent(), GuiAvatar::TOP_LEFT, this));
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opponent->zoom = 0.9f;
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opponent->zoom = 0.9f;
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//opponentExile
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//opponentExile
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Add(opponentExile = NEW GuiExile(-30 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 35 + GuiGameZone::Height - 10,
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Add(opponentExile = NEW GuiExile(5 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 5 + GuiGameZone::Height + 5, false,
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false, mpDuelLayers->getRenderedPlayerOpponent(), this));
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mpDuelLayers->getRenderedPlayerOpponent(), this));
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//opponentGraveyard
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//opponentGraveyard
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Add(opponentGraveyard = NEW GuiGraveyard(5 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 5, false,
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Add(opponentGraveyard = NEW GuiGraveyard(5 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 5, false,
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mpDuelLayers->getRenderedPlayerOpponent(), this));
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mpDuelLayers->getRenderedPlayerOpponent(), this));
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//opponentHand
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//opponentHand
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Add(opponentHand = NEW GuiOpponentHand(-15 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 35 + GuiGameZone::Height - 10, false,
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Add(opponentHand = NEW GuiOpponentHand(-15 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 43 + GuiGameZone::Height - 10, false,
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mpDuelLayers->getRenderedPlayerOpponent(), this));
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mpDuelLayers->getRenderedPlayerOpponent(), this));
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//opponentLibrary
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//opponentLibrary
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Add(opponentLibrary = NEW GuiLibrary(5 + GuiAvatar::Width * 1.4 - GuiGameZone::Width / 2, 5 + GuiGameZone::Height + 5, false,
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Add(opponentLibrary = NEW GuiLibrary(-30 + GuiAvatar::Width * 1.2 - GuiGameZone::Width / 2, 43 + GuiGameZone::Height - 10,
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mpDuelLayers->getRenderedPlayerOpponent(), this));
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false, mpDuelLayers->getRenderedPlayerOpponent(), this));
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observer->getCardSelector()->Add(self);
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observer->getCardSelector()->Add(self);
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observer->getCardSelector()->Add(selfGraveyard);
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observer->getCardSelector()->Add(selfGraveyard);
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@@ -149,7 +149,7 @@ void GuiAvatars::Render()
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float h = 54;
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float h = 54;
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if (opponent == active)
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if (opponent == active)
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{
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{
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r->FillRect(opponent->actX, opponent->actY, 40 * opponent->actZ, h+20 * opponent->actZ, ARGB(200,0,0,0));
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r->FillRect(opponent->actX, opponent->actY, 40 * opponent->actZ, h+25 * opponent->actZ, ARGB(200,0,0,0));
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r->FillRect(opponent->actX, opponent->actY, w * opponent->actZ, h * opponent->actZ, ARGB(200,0,0,0));
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r->FillRect(opponent->actX, opponent->actY, w * opponent->actZ, h * opponent->actZ, ARGB(200,0,0,0));
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}
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}
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else if (self == active)
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else if (self == active)
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