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:
wagic.the.homebrew@gmail.com
2013-05-05 13:49:51 +00:00
parent 2349908f66
commit 38a203aac8
2 changed files with 3 additions and 11 deletions

View File

@@ -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();

View File

@@ -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())