Reverted the "more than 50 elements in the stack" fix for Exquisite Blood + Sanguine Bond, as this created more issues than it fixed. I'll open a ticket for the Exquisite blood bug
This commit is contained in:
@@ -119,7 +119,6 @@ class GameObserver{
|
||||
Player * currentlyActing();
|
||||
GameObserver(WResourceManager* output = 0, JGE* input = 0);
|
||||
virtual ~GameObserver();
|
||||
int waitingGameStateCheck;
|
||||
void gameStateBasedEffects();
|
||||
void enchantmentStatus();
|
||||
void Affinity();
|
||||
|
||||
@@ -103,7 +103,6 @@ GameObserver::GameObserver(WResourceManager *output, JGE* input)
|
||||
mLayers = NULL;
|
||||
mTrash = new Trash();
|
||||
mDeckManager = new DeckManager();
|
||||
waitingGameStateCheck = 0;
|
||||
}
|
||||
|
||||
GamePhase GameObserver::getCurrentGamePhase()
|
||||
@@ -584,15 +583,9 @@ void GameObserver::gameStateBasedEffects()
|
||||
{
|
||||
if(getCurrentTargetChooser() && int(getCurrentTargetChooser()->getNbTargets()) == getCurrentTargetChooser()->maxtargets)
|
||||
getCurrentTargetChooser()->done = true;
|
||||
waitingGameStateCheck++;
|
||||
if(waitingGameStateCheck < 50)
|
||||
{
|
||||
//if there are more than 50 unresolved actions on the stack, lets allow a gameStates update
|
||||
//to make sure we are not caught up in a loop, example :Exquisite Blood + Sanguine Bond
|
||||
if (mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
|
||||
return;
|
||||
}
|
||||
waitingGameStateCheck = 0;
|
||||
|
||||
if (mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
|
||||
return;
|
||||
if (mLayers->actionLayer()->menuObject)
|
||||
return;
|
||||
if (getCurrentTargetChooser() || mLayers->actionLayer()->isWaitingForAnswer())
|
||||
|
||||
Reference in New Issue
Block a user