test fix equipment
also added some primitive fixes, added macro for fabricate
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@@ -773,9 +773,9 @@ void GameObserver::gameStateBasedEffects()
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////////////////////////////////////////////////////
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//Unattach Equipments that dont have valid targets//
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////////////////////////////////////////////////////
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if ((card->target) && card->hasType(Subtypes::TYPE_EQUIPMENT))
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if (!card->isCreature() && card->hasType(Subtypes::TYPE_EQUIPMENT))
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{
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if(card->target && isInPlay(card->target) && (card->target)->protectedAgainst(card))//protection from quality
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if(isInPlay(card))
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{
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for (size_t i = 1; i < mLayers->actionLayer()->mObjects.size(); i++)
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{
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@@ -783,7 +783,14 @@ void GameObserver::gameStateBasedEffects()
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AEquip * eq = dynamic_cast<AEquip*> (a);
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if (eq && eq->source == card)
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{
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((AEquip*)a)->unequip();
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if(card->target)//unattach equipments from cards that has protection from quality ex. protection from artifacts
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{
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if((card->target)->protectedAgainst(card))
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((AEquip*)a)->unequip();
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}
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if(card->controller())
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((AEquip*)a)->getActionTc()->Owner = card->controller();
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//fix for equip ability when the equipment changed controller...
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}
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}
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}
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