the fix originally only targeted too many triggers unresolved on the stack, moving the other 2 out of the check as it actually causes new bugs to include them in the skip.
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@@ -591,12 +591,12 @@ void GameObserver::gameStateBasedEffects()
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//to make sure we are not caught up in a loop, example :Exquisite Blood + Sanguine Bond
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if (mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
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return;
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if (mLayers->actionLayer()->menuObject)
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return;
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if (getCurrentTargetChooser() || mLayers->actionLayer()->isWaitingForAnswer())
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return;
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}
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waitingGameStateCheck = 0;
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if (mLayers->actionLayer()->menuObject)
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return;
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if (getCurrentTargetChooser() || mLayers->actionLayer()->isWaitingForAnswer())
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return;
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////////////////////////
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//---apply damage-----//
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//after combat effects//
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