Fix Segmentation Fault & Formatting
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@@ -124,7 +124,7 @@ void GuiPlay::BattleField::reset(float x, float y)
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void GuiPlay::BattleField::EnstackAttacker(CardView* card)
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{
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card->x = CARD_WIDTH + 20 + (currentAttacker * (HORZWIDTH) / (attackers+1));
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card->y = baseY + (card->card->getObserver()->getView()->getRenderedPlayer() == card->card->controller() ? 20 + y : -20 - y);
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card->y = baseY + (card->card->getObserver()->getView()->getRenderedPlayer() == card->card->controller() ? 20 + y : -20 - y);
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++currentAttacker;
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// JRenderer::GetInstance()->RenderQuad(WResourceManager::Instance()->GetQuad("BattleIcon"), card->actX, card->actY, 0, 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()), 0.5 + 0.1 * sinf(JGE::GetInstance()->GetTime()));
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}
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@@ -197,7 +197,7 @@ void GuiPlay::Replace()
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{
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if((!(*it)->card->hasSubtype(Subtypes::TYPE_AURA)|| ((*it)->card->hasSubtype(Subtypes::TYPE_AURA) && (*it)->card->playerTarget)) && !(*it)->card->hasType(Subtypes::TYPE_PLANESWALKER))
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{
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if (mpDuelLayers->getRenderedPlayer() == (*it)->card->controller())
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if (mpDuelLayers->getRenderedPlayer() == (*it)->card->controller())
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++selfSpellsN;
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else
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++opponentSpellsN;
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@@ -398,7 +398,7 @@ int GuiPlay::receiveEventPlus(WEvent * e)
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}
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else
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{
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// this should never happen, if you have a consistent repro case, ping Wil please
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// this should never happen, if you have a consistent repro case, ping Wil please
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assert(false);
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}
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return 1;
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