fixed a issue where token workaround revealed that 2 "may" abilities back to back screws up "isInterrupting" player variable..this was only when the may ability contained manaproducers, which truely no longer use the stack in any format.
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@@ -940,6 +940,7 @@ class MayAbility: public MTGAbility, public NestedAbility
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public:
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int triggered;
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bool must;
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Player * previousInterrupter;
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MTGAbility * mClone;
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MayAbility(int _id, MTGAbility * _ability, MTGCardInstance * _source, bool must = false);
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@@ -1902,6 +1902,7 @@ void MayAbility::Update(float dt)
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return;
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}
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game->mLayers->actionLayer()->setMenuObject(source, must);
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previousInterrupter = game->isInterrupting;
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game->mLayers->stackLayer()->setIsInterrupting(source->controller());
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}
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}
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@@ -1919,6 +1920,7 @@ int MayAbility::testDestroy()
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return 0;
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if (game->mLayers->actionLayer()->getIndexOf(mClone) != -1)
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return 0;
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game->mLayers->stackLayer()->setIsInterrupting(previousInterrupter);
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return 1;
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}
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