J :
* Fix the acting player. * This should make most things work. * I still witness some segfaults.
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@@ -250,7 +250,9 @@ GameObserver::~GameObserver(){
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}
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void GameObserver::Update(float dt){
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Player * player = currentPlayer;
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Player * player = currentPlayer;
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if (Constants::MTG_PHASE_COMBATBLOCKERS == currentGamePhase && BLOCKERS == combatStep)
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player = player->opponent();
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currentActionPlayer = player;
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if (isInterrupting) player = isInterrupting;
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mLayers->Update(dt,player);
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