seperated a varible that determined the amount of sliding of cards based on how many noncreatures and nonland cards you had.
what this change does is this. if i have 20 enchantments on the battlefield Ai's creatures and lands no longer slide to the right. and vice versa. made no sense that if the other player had no artifacts/enchantments that HIS lands and creatures would slide simply because the OTHER player had artifacts/enchantments.
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@@ -166,12 +166,16 @@ void GuiPlay::Replace()
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else opponentSpells.Enstack(*it);
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else opponentSpells.Enstack(*it);
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}
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}
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float x = 24 + MAX(opponentSpells.nextX(), selfSpells.nextX());
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float x = 24 + opponentSpells.nextX();
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//seperated the varible X into 2 different varibles. There are 2 players here!!
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//we should not be using a single varible to determine the positioning of cards!!
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float myx = 24 + selfSpells.nextX();
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opponentLands.reset(opponentLandsN, x, 50);
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opponentLands.reset(opponentLandsN, x, 50);
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opponentCreatures.reset(opponentCreaturesN, x, 95);
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opponentCreatures.reset(opponentCreaturesN, x, 95);
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battleField.reset(x, 145);
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battleField.reset(x, 145);//what does this varible do? i can comment it out with no reprocussions...is this being double handled?
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selfCreatures.reset(selfCreaturesN, x, 195);
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selfCreatures.reset(selfCreaturesN, myx, 195);
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selfLands.reset(selfLandsN, x, 240);
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selfLands.reset(selfLandsN, myx, 240);
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for (iterator it = end_spells; it != cards.end(); ++it)
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for (iterator it = end_spells; it != cards.end(); ++it)
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{
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{
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