corrected an issue with types when not assigning colors using transforms
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@@ -2520,15 +2520,14 @@ public:
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}
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}
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int addToGame(){
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int addToGame(){
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MTGCardInstance * _target = (MTGCardInstance *)target;
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MTGCardInstance * _target = (MTGCardInstance *)target;
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while (_target->next) _target=_target->next;
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for (int j = 0; j < Constants::MTG_NB_COLORS; j++){
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for (int j = 0; j < Constants::MTG_NB_COLORS; j++){
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if (_target->hasColor(j))
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if (_target->hasColor(j))
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oldcolors.push_back(j);
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oldcolors.push_back(j);
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_target->removeColor(j);
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}
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}
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list<int>::iterator it;
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list<int>::iterator it;
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for( it=colors.begin(); it != colors.end();it++){ _target->setColor(0,1);}
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for ( it=types.begin() ; it != types.end(); it++ ){_target->addType(*it);}
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for ( it=types.begin() ; it != types.end(); it++ ){_target->addType(*it);}
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for ( it=colors.begin() ; it != colors.end(); it++ ){_target->setColor(*it);}
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for ( it=colors.begin(); it != colors.end(); it++){_target->setColor(*it);}
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for ( it=abilities.begin() ; it != abilities.end(); it++ ){_target->basicAbilities[*it]++;}
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for ( it=abilities.begin() ; it != abilities.end(); it++ ){_target->basicAbilities[*it]++;}
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for ( it=oldcolors.begin() ; it != oldcolors.end(); it++ ){}
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for ( it=oldcolors.begin() ; it != oldcolors.end(); it++ ){}
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return MTGAbility::addToGame();}
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return MTGAbility::addToGame();}
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@@ -2597,11 +2596,8 @@ public:
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}
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}
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int addToGame(){
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int addToGame(){
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MTGCardInstance * _target = (MTGCardInstance *)target;
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MTGCardInstance * _target = (MTGCardInstance *)target;
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for (int j = 0; j < Constants::MTG_NB_COLORS; j++){
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if (_target->hasColor(j))
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_target->removeColor(j);
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}
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list<int>::iterator it;
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list<int>::iterator it;
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for( it=colors.begin(); it != colors.end();it++){ _target->setColor(0,1);}
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for ( it=types.begin() ; it != types.end(); it++ ){_target->addType(*it);}
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for ( it=types.begin() ; it != types.end(); it++ ){_target->addType(*it);}
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for ( it=colors.begin() ; it != colors.end(); it++ ){_target->setColor(*it);}
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for ( it=colors.begin() ; it != colors.end(); it++ ){_target->setColor(*it);}
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for ( it=abilities.begin() ; it != abilities.end(); it++ ){_target->basicAbilities[*it]++;}
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for ( it=abilities.begin() ; it != abilities.end(); it++ ){_target->basicAbilities[*it]++;}
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