Commit d9bd86f1 authored by salix5's avatar salix5

MSG_SELECT_CHAIN

parent d9e1812d
......@@ -362,7 +362,7 @@ void ClientField::ShowSelectCard(bool buttonok, bool chain) {
myswprintf(formatBuffer, L"%ls[%d]", dataManager.FormatLocation(selectable_cards[i]->location, selectable_cards[i]->sequence),
selectable_cards[i]->sequence + 1);
mainGame->stCardPos[i]->setText(formatBuffer);
mainGame->stCardPos[i]->setVisible(true);;
mainGame->stCardPos[i]->setVisible(true);
if(selectable_cards[i]->controler)
mainGame->stCardPos[i]->setBackgroundColor(0xffd0d0d0);
else mainGame->stCardPos[i]->setBackgroundColor(0xffffffff);
......@@ -436,7 +436,7 @@ void ClientField::ShowChainCard() {
myswprintf(formatBuffer, L"%ls[%d]", dataManager.FormatLocation(selectable_cards[i]->location, selectable_cards[i]->sequence),
selectable_cards[i]->sequence + 1);
mainGame->stCardPos[i]->setText(formatBuffer);
mainGame->stCardPos[i]->setVisible(true);;
mainGame->stCardPos[i]->setVisible(true);
if(selectable_cards[i]->controler)
mainGame->stCardPos[i]->setBackgroundColor(0xffd0d0d0);
else mainGame->stCardPos[i]->setBackgroundColor(0xffffffff);
......
......@@ -1166,6 +1166,7 @@ int DuelClient::ClientAnalyze(char * msg, unsigned int len) {
mainGame->dField.chain_forced = (forced != 0);
mainGame->dField.activatable_cards.clear();
mainGame->dField.activatable_descs.clear();
mainGame->dField.conti_cards.clear();
for (int i = 0; i < count; ++i) {
code = BufferIO::ReadInt32(pbuf);
c = mainGame->LocalPlayer(BufferIO::ReadInt8(pbuf));
......@@ -1176,7 +1177,6 @@ int DuelClient::ClientAnalyze(char * msg, unsigned int len) {
pcard = mainGame->dField.GetCard(c, l, s, ss);
mainGame->dField.activatable_cards.push_back(pcard);
mainGame->dField.activatable_descs.push_back(desc);
pcard->is_selectable = true;
pcard->is_selected = false;
if(code) {
pcard->is_conti = true;
......@@ -1185,6 +1185,7 @@ int DuelClient::ClientAnalyze(char * msg, unsigned int len) {
mainGame->dField.remove_act = true;
}
else {
pcard->is_selectable = true;
pcard->cmdFlag |= COMMAND_ACTIVATE;
if(l == LOCATION_GRAVE)
mainGame->dField.grave_act = true;
......
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