more work on cascade, I think I figured out what was causing a weird crash.

This commit is contained in:
zethfoxster
2016-07-14 20:28:19 -04:00
parent 01fd8fa406
commit e81346f881
6 changed files with 45 additions and 9 deletions
+1
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@@ -6208,6 +6208,7 @@ class AACascade: public ActivatedAbility
{
public:
string nbcardsStr;
MTGCardInstance * castingThis;
vector<MTGCardInstance*>selectedCards;
vector<MTGCardInstance *>oldOrder;
vector<MTGCardInstance *>newOrder;
+1
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@@ -133,6 +133,7 @@ class GameObserver{
int isInPlay(MTGCardInstance * card);
int isInGrave(MTGCardInstance * card);
int isInExile(MTGCardInstance * card);
int isInHand(MTGCardInstance * card);
virtual void Update(float dt);
void Render();
void ButtonPressed(PlayGuiObject*);
+1
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@@ -92,6 +92,7 @@ public:
bool isPhased;
bool isCascaded;
int phasedTurn;
bool handEffects;
bool graveEffects;
bool exileEffects;
bool suspended;