life state check on trigger
life state check when players gain or lose life bugs\exquisite_blood_i953.txt will stop looping as long as the conditions are met on the check
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@@ -4961,6 +4961,44 @@ int TriggeredAbility::receiveEvent(WEvent * e)
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resolve();
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return 1;
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}
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if(dynamic_cast<WEventLife*>(e))
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{
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//check life state... basic prevention for infinite loop of bugs\exquisite_blood_i953.txt test..
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//exquisite blood and sanguine bond in play will stop looping as long as the triggered player
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//met this condition... taken from gamestatebasecheck...
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WEventLife * lifecheck = dynamic_cast<WEventLife*>(e);
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if ((lifecheck->player->life <= 0)||(lifecheck->player->poisonCount >= 10))
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{
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int cantlosers = 0;
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MTGGameZone * z = lifecheck->player->game->inPlay;
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int nbcards = z->nb_cards;
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for (int j = 0; j < nbcards; ++j)
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{
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MTGCardInstance * c = z->cards[j];
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if (c->has(Constants::CANTLOSE) || (c->has(Constants::CANTLIFELOSE) && lifecheck->player->poisonCount < 10))
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{
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cantlosers++;
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}
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}
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MTGGameZone * k = lifecheck->player->opponent()->game->inPlay;
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int onbcards = k->nb_cards;
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for (int m = 0; m < onbcards; ++m)
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{
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MTGCardInstance * e = k->cards[m];
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if (e->has(Constants::CANTWIN))
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{
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cantlosers++;
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}
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}
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if (cantlosers < 1)
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{
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//lifecheck->player->getObserver()->setLoser(lifecheck->player);
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return 0;
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}
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}
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fireAbility();
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return 1;
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}
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WEventZoneChange * stackCheck = dynamic_cast<WEventZoneChange*>(e);
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if(stackCheck && (stackCheck->to == game->currentPlayer->game->stack||stackCheck->to == game->currentPlayer->opponent()->game->stack))
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{
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