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.

This commit is contained in:
omegablast2002@yahoo.com
2013-03-28 00:05:39 +00:00
parent bfb88f1bb5
commit 734b142879

View File

@@ -591,12 +591,12 @@ void GameObserver::gameStateBasedEffects()
//to make sure we are not caught up in a loop, example :Exquisite Blood + Sanguine Bond
if (mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
return;
if (mLayers->actionLayer()->menuObject)
return;
if (getCurrentTargetChooser() || mLayers->actionLayer()->isWaitingForAnswer())
return;
}
waitingGameStateCheck = 0;
if (mLayers->actionLayer()->menuObject)
return;
if (getCurrentTargetChooser() || mLayers->actionLayer()->isWaitingForAnswer())
return;
////////////////////////
//---apply damage-----//
//after combat effects//