massive update, additions and changelog in first comment.
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@@ -133,7 +133,10 @@ bool GuiCombat::clickOK(){
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cursor_pos = NONE;
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switch (step)
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{
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case BLOCKERS : assert(false); return false; // that should not happen
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case BLOCKERS :
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case TRIGGERS :
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assert(false); return false; // that should not happen
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case ORDER : go->nextGamePhase(); return true;
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case FIRST_STRIKE : return false;
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case DAMAGE : validateDamage(); return true;
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@@ -441,9 +444,14 @@ int GuiCombat::receiveEventMinus(WEvent* e)
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else if (WEventCombatStepChange* event = dynamic_cast<WEventCombatStepChange*>(e))
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switch (event->step)
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{
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case BLOCKERS:
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break;
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case ORDER:
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case BLOCKERS:
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break;
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case TRIGGERS:
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step = TRIGGERS;
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return 1;
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case ORDER:
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{
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if (ORDER == step) return 0; // Why do I take this twice ? >.>
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if (!go->currentPlayer->displayStack()) { go->nextCombatStep(); return 1; }
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