more work on cascade, I think I figured out what was causing a weird crash.
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@@ -6208,6 +6208,7 @@ class AACascade: public ActivatedAbility
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{
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public:
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string nbcardsStr;
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MTGCardInstance * castingThis;
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vector<MTGCardInstance*>selectedCards;
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vector<MTGCardInstance *>oldOrder;
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vector<MTGCardInstance *>newOrder;
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@@ -133,6 +133,7 @@ class GameObserver{
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int isInPlay(MTGCardInstance * card);
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int isInGrave(MTGCardInstance * card);
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int isInExile(MTGCardInstance * card);
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int isInHand(MTGCardInstance * card);
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virtual void Update(float dt);
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void Render();
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void ButtonPressed(PlayGuiObject*);
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@@ -92,6 +92,7 @@ public:
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bool isPhased;
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bool isCascaded;
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int phasedTurn;
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bool handEffects;
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bool graveEffects;
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bool exileEffects;
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bool suspended;
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