Commit 400cb1c4 authored by salix5's avatar salix5

revert

It will affect Debug.AddCard()
parent a25e8cf5
......@@ -146,6 +146,17 @@ void field::add_card(uint8 playerid, card* pcard, uint8 location, uint8 sequence
return;
if (!is_location_useable(playerid, location, sequence))
return;
if ((pcard->data.type & (TYPE_FUSION | TYPE_SYNCHRO | TYPE_XYZ)) && (location == LOCATION_HAND || location == LOCATION_DECK)) {
location = LOCATION_EXTRA;
pcard->operation_param = (pcard->operation_param & 0x00ffffff) | (POS_FACEDOWN_DEFENCE << 24);
}
if ((pcard->data.type & TYPE_PENDULUM) && (location == LOCATION_GRAVE)
&& !pcard->is_affected_by_effect(EFFECT_CANNOT_TO_DECK) && is_player_can_send_to_deck(playerid, pcard)
&& (((pcard->previous.location == LOCATION_MZONE) && !pcard->is_status(STATUS_SUMMON_DISABLED))
|| ((pcard->previous.location == LOCATION_SZONE) && !pcard->is_status(STATUS_ACTIVATE_DISABLED)))) {
location = LOCATION_EXTRA;
pcard->operation_param = (pcard->operation_param & 0x00ffffff) | (POS_FACEUP_DEFENCE << 24);
}
pcard->current.controler = playerid;
pcard->current.location = location;
switch (location) {
......@@ -353,20 +364,8 @@ void field::move_card(uint8 playerid, card* pcard, uint8 location, uint8 sequenc
}
return;
}
} else {
if((pcard->data.type & (TYPE_FUSION | TYPE_SYNCHRO | TYPE_XYZ)) && (location & (LOCATION_HAND | LOCATION_DECK))) {
location = LOCATION_EXTRA;
pcard->operation_param = (pcard->operation_param & 0x00ffffff) | (POS_FACEDOWN_DEFENCE << 24);
}
if((pcard->data.type & TYPE_PENDULUM) && (location == LOCATION_GRAVE)
&& !pcard->is_affected_by_effect(EFFECT_CANNOT_TO_DECK) && is_player_can_send_to_deck(playerid, pcard)
&& (((pcard->current.location == LOCATION_MZONE) && !pcard->is_status(STATUS_SUMMON_DISABLED))
|| ((pcard->current.location == LOCATION_SZONE) && !pcard->is_status(STATUS_ACTIVATE_DISABLED)))) {
location = LOCATION_EXTRA;
pcard->operation_param = (pcard->operation_param & 0x00ffffff) | (POS_FACEUP_DEFENCE << 24);
}
} else
remove_card(pcard);
}
}
add_card(playerid, pcard, location, sequence);
}
......
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