* fixed some formatting
* pruned out unused local variables. ---- There's no need to define something if it isn't going to be referenced. It consumes extra memory temporarily and more than anything is a potential cause for confusion down the road.
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@@ -910,7 +910,7 @@ AAMorph * AAMorph::clone() const
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}
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// AADYNAMIC: dynamic ability builder
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AADynamic::AADynamic(int id, MTGCardInstance * card, Damageable * _target,int type,int effect,int who,int amountsource,MTGAbility * storedAbility, ManaCost * _cost) :
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ActivatedAbility(id, card, _cost, 0),type(type),effect(effect),who(who),amountsource(amountsource),eachother(eachother),storedAbility(storedAbility)
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ActivatedAbility(id, card, _cost, 0),type(type),effect(effect),who(who),amountsource(amountsource),storedAbility(storedAbility)
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{
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target = _target;
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sourceamount = 0;
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@@ -919,7 +919,6 @@ ActivatedAbility(id, card, _cost, 0),type(type),effect(effect),who(who),amountso
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tosrc = false;
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menu = "";
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OriginalSrc = source;
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storedAbility = storedAbility;
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clonedStored = NULL;
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}
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@@ -2555,7 +2554,8 @@ int ATransformer::addToGame()
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((GenericActivatedAbility *)aNew)->source = _target;
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((GenericActivatedAbility *)aNew)->ability->source = _target;
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}
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if (MultiAbility * abi = dynamic_cast<MultiAbility*>(aNew))
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MultiAbility * abi = dynamic_cast<MultiAbility*>(aNew);
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if (abi)
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{
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((MultiAbility *)aNew)->source = _target;
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((MultiAbility *)aNew)->abilities[0]->source = _target;
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