Commit 8fef0bf1 authored by fallenstardust's avatar fallenstardust

sync ocgcore

parent 32c7465e
...@@ -1075,6 +1075,7 @@ void field::swap_deck_and_grave(uint8 playerid) { ...@@ -1075,6 +1075,7 @@ void field::swap_deck_and_grave(uint8 playerid) {
pcard->apply_field_effect(); pcard->apply_field_effect();
pcard->enable_field_effect(true); pcard->enable_field_effect(true);
pcard->reset(RESET_TODECK, RESET_EVENT); pcard->reset(RESET_TODECK, RESET_EVENT);
pcard->set_status(STATUS_PROC_COMPLETE, FALSE);
} }
for(auto& pcard : ex) { for(auto& pcard : ex) {
pcard->current.position = POS_FACEDOWN_DEFENSE; pcard->current.position = POS_FACEDOWN_DEFENSE;
...@@ -1085,6 +1086,7 @@ void field::swap_deck_and_grave(uint8 playerid) { ...@@ -1085,6 +1086,7 @@ void field::swap_deck_and_grave(uint8 playerid) {
pcard->apply_field_effect(); pcard->apply_field_effect();
pcard->enable_field_effect(true); pcard->enable_field_effect(true);
pcard->reset(RESET_TODECK, RESET_EVENT); pcard->reset(RESET_TODECK, RESET_EVENT);
pcard->set_status(STATUS_PROC_COMPLETE, FALSE);
} }
player[playerid].list_extra.insert(player[playerid].list_extra.end() - player[playerid].extra_p_count, ex.begin(), ex.end()); player[playerid].list_extra.insert(player[playerid].list_extra.end() - player[playerid].extra_p_count, ex.begin(), ex.end());
reset_sequence(playerid, LOCATION_GRAVE); reset_sequence(playerid, LOCATION_GRAVE);
......
...@@ -3305,8 +3305,12 @@ int32 field::process_damage_step(uint16 step, uint32 new_attack) { ...@@ -3305,8 +3305,12 @@ int32 field::process_damage_step(uint16 step, uint32 new_attack) {
case 3: { case 3: {
core.attacker = (card*)core.units.begin()->peffect; core.attacker = (card*)core.units.begin()->peffect;
core.attack_target = (card*)core.units.begin()->ptarget; core.attack_target = (card*)core.units.begin()->ptarget;
if(core.attacker) if(core.attacker) {
core.attacker->set_status(STATUS_ATTACK_CANCELED, TRUE); core.attacker->set_status(STATUS_ATTACK_CANCELED, TRUE);
core.attacker->announce_count++;
core.attacker->announced_cards.addcard(core.attack_target);
attack_all_target_check();
}
if(core.attack_target) if(core.attack_target)
core.attack_target->set_status(STATUS_ATTACK_CANCELED, TRUE); core.attack_target->set_status(STATUS_ATTACK_CANCELED, TRUE);
core.effect_damage_step = 0; core.effect_damage_step = 0;
......
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