line endings -> Unix. No code changes here.

This commit is contained in:
wrenczes@gmail.com
2010-12-10 08:38:09 +00:00
parent f8368d01c4
commit 4fd67bd1fd
+17 -17
View File
@@ -210,23 +210,23 @@ void GameObserver::userRequestNextGamePhase()
return; return;
bool executeNextPhaseImmediately = true; bool executeNextPhaseImmediately = true;
Phase * cPhaseOld = phaseRing->getCurrentPhase(); Phase * cPhaseOld = phaseRing->getCurrentPhase();
if ((cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == ORDER) || (cPhaseOld->id if ((cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == ORDER) || (cPhaseOld->id
== Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == TRIGGERS) || cPhaseOld->id == Constants::MTG_PHASE_COMBATBLOCKERS && combatStep == TRIGGERS) || cPhaseOld->id
== Constants::MTG_PHASE_COMBATDAMAGE || opponent()->isAI() == Constants::MTG_PHASE_COMBATDAMAGE || opponent()->isAI()
|| options[Options::optionInterrupt(currentGamePhase)].number) || options[Options::optionInterrupt(currentGamePhase)].number)
{ {
executeNextPhaseImmediately = false; executeNextPhaseImmediately = false;
} }
if (executeNextPhaseImmediately) if (executeNextPhaseImmediately)
{ {
nextGamePhase(); nextGamePhase();
} }
else else
{ {
mLayers->stackLayer()->AddNextGamePhase(); mLayers->stackLayer()->AddNextGamePhase();
} }
} }