J :
* New interface. * This breaks a lot of things. It is not feature-equivalent. It probably doesn't compile under windows and doesn't work on PSP. * Damage is not resolved any more. This will have to be fixed. * Blockers can't be ordered any more. This will have to be fixed. * A lot of new art is included.
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@@ -67,16 +67,15 @@ void ActionLayer::Update(float dt){
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return;
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}
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modal = 0;
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GameObserver * g = GameObserver::GetInstance();
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GameObserver* game = GameObserver::GetInstance();
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for (int i=mCount -1 ;i>=0;i--){
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if (mObjects[i]!= NULL){
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ActionElement * currentAction = (ActionElement *)mObjects[i];
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if (currentAction->testDestroy()){
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g->removeObserver(currentAction);
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}
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if (currentAction->testDestroy())
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game->removeObserver(currentAction);
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}
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}
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int newPhase = g->getCurrentGamePhase();
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int newPhase = game->getCurrentGamePhase();
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for (int i=0;i<mCount;i++){
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if (mObjects[i]!=NULL){
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ActionElement * currentAction = (ActionElement *)mObjects[i];
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@@ -138,7 +137,7 @@ int ActionLayer::stillInUse(MTGCardInstance * card){
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return 0;
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}
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int ActionLayer::receiveEvent(WEvent * event){
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int ActionLayer::receiveEventPlus(WEvent * event){
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int result = 0;
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for (int i=0;i<mCount;i++){
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ActionElement * currentAction = (ActionElement *)mObjects[i];
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@@ -180,7 +179,7 @@ int ActionLayer::reactToTargetClick(Targetable * card){
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int ActionLayer::isReactingToClick(MTGCardInstance * card){
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int result = 0;
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if (isWaitingForAnswer()) return -1;
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if (isWaitingForAnswer()) return -1;
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for (int i=0;i<mCount;i++){
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@@ -244,7 +243,6 @@ void ActionLayer::doReactTo(int menuIndex){
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void ActionLayer::ButtonPressed(int controllerid, int controlid){
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if (controlid == -1){
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}else{
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ActionElement * currentAction = (ActionElement *)mObjects[controlid];
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currentAction->reactToTargetClick(menuObject);
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