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Fixed (unnecessary?) deadlock in BattleStacksRemoved. Daemon summoning is pretty functional.
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@ -1276,6 +1276,22 @@ DLL_EXPORT void BattleStackAdded::applyGs(CGameState *gs)
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gs->curB->stacks.push_back(summonedStack); //the stack is not "SUMMONED", it is permanent
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}
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DLL_EXPORT void BattleSetStackProperty::applyGs(CGameState *gs)
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{
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switch (which)
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{
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case CASTS:
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{
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if (absolute)
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gs->curB->stacks[stackID]->casts = val;
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else
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gs->curB->stacks[stackID]->casts--;
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amax(gs->curB->stacks[stackID]->casts, 0);
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break;
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}
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}
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}
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DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
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{
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gs->currentPlayer = player;
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