refactored lifestate check
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@@ -4963,39 +4963,25 @@ int TriggeredAbility::receiveEvent(WEvent * e)
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}
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if(dynamic_cast<WEventLife*>(e))
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{
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//check life state... basic prevention for infinite loop of bugs\exquisite_blood_i953.txt test..
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//exquisite blood and sanguine bond in play will stop looping as long as the triggered player
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//met this condition... taken from gamestatebasecheck...
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WEventLife * lifecheck = dynamic_cast<WEventLife*>(e);
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if ((lifecheck->player->life <= 0)||(lifecheck->player->poisonCount >= 10))
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{
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int cantlosers = 0;
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MTGGameZone * z = lifecheck->player->game->inPlay;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j)
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{
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MTGCardInstance * c = z->cards[j];
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if (c->has(Constants::CANTLOSE) || (c->has(Constants::CANTLIFELOSE) && lifecheck->player->poisonCount < 10))
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{
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cantlosers++;
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}
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}
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MTGGameZone * k = lifecheck->player->opponent()->game->inPlay;
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int onbcards = k->nb_cards;
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for (int m = 0; m < onbcards; ++m)
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{
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MTGCardInstance * e = k->cards[m];
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if (e->has(Constants::CANTWIN))
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{
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cantlosers++;
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}
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}
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if (cantlosers < 1)
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{
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//lifecheck->player->getObserver()->setLoser(lifecheck->player);
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return 0;
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}
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}
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//check life state on life triger
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WEventLife * lifecheck = dynamic_cast<WEventLife*>(e);
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if (lifecheck->player->DeadLifeState())
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{
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return 0;
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}
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fireAbility();
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return 1;
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}
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if(dynamic_cast<WEventDamage*>(e))
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{
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//check life state on damage trigger
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WEventDamage * lifecheck = dynamic_cast<WEventDamage*>(e);
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if (lifecheck->damage->target->type_as_damageable == Damageable::DAMAGEABLE_PLAYER)
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{
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Player * triggerPlayer = (Player *) lifecheck->damage->target;
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if(triggerPlayer->DeadLifeState())
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return 0;
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}
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fireAbility();
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return 1;
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}
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