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ygopro-core
Commits
6cfe285b
Commit
6cfe285b
authored
Aug 23, 2018
by
DailyShana
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Plain Diff
fix ignorance of location count when activating spell/trap in deck by effect
parent
30674f14
Changes
1
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1 changed file
with
11 additions
and
12 deletions
+11
-12
effect.cpp
effect.cpp
+11
-12
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effect.cpp
View file @
6cfe285b
...
@@ -191,18 +191,7 @@ int32 effect::is_activateable(uint8 playerid, const tevent& e, int32 neglect_con
...
@@ -191,18 +191,7 @@ int32 effect::is_activateable(uint8 playerid, const tevent& e, int32 neglect_con
&&
!
pduel
->
game_field
->
get_cteffect
(
this
,
playerid
,
FALSE
))
&&
!
pduel
->
game_field
->
get_cteffect
(
this
,
playerid
,
FALSE
))
return
FALSE
;
return
FALSE
;
}
}
// additional check for each location
if
(
handler
->
current
.
location
==
LOCATION_SZONE
)
{
if
(
handler
->
current
.
location
==
LOCATION_HAND
)
{
if
(
handler
->
data
.
type
&
TYPE_MONSTER
)
{
if
(
!
(
handler
->
data
.
type
&
TYPE_PENDULUM
))
return
FALSE
;
if
(
!
pduel
->
game_field
->
is_location_useable
(
playerid
,
LOCATION_PZONE
,
0
)
&&
!
pduel
->
game_field
->
is_location_useable
(
playerid
,
LOCATION_PZONE
,
1
))
return
FALSE
;
}
else
if
(
!
(
handler
->
data
.
type
&
TYPE_FIELD
)
&&
pduel
->
game_field
->
get_useable_count
(
handler
,
playerid
,
LOCATION_SZONE
,
playerid
,
LOCATION_REASON_TOFIELD
)
<=
0
)
return
FALSE
;
}
else
if
(
handler
->
current
.
location
==
LOCATION_SZONE
)
{
if
(
handler
->
is_position
(
POS_FACEUP
))
if
(
handler
->
is_position
(
POS_FACEUP
))
return
FALSE
;
return
FALSE
;
if
(
handler
->
equiping_target
)
if
(
handler
->
equiping_target
)
...
@@ -211,6 +200,16 @@ int32 effect::is_activateable(uint8 playerid, const tevent& e, int32 neglect_con
...
@@ -211,6 +200,16 @@ int32 effect::is_activateable(uint8 playerid, const tevent& e, int32 neglect_con
if
((
handler
->
data
.
type
&
TYPE_SPELL
)
&&
(
handler
->
data
.
type
&
TYPE_QUICKPLAY
))
if
((
handler
->
data
.
type
&
TYPE_SPELL
)
&&
(
handler
->
data
.
type
&
TYPE_QUICKPLAY
))
return
FALSE
;
return
FALSE
;
}
}
}
else
{
if
(
handler
->
data
.
type
&
TYPE_MONSTER
)
{
if
(
!
(
handler
->
data
.
type
&
TYPE_PENDULUM
))
return
FALSE
;
if
(
!
pduel
->
game_field
->
is_location_useable
(
playerid
,
LOCATION_PZONE
,
0
)
&&
!
pduel
->
game_field
->
is_location_useable
(
playerid
,
LOCATION_PZONE
,
1
))
return
FALSE
;
}
else
if
(
!
(
handler
->
data
.
type
&
TYPE_FIELD
)
&&
pduel
->
game_field
->
get_useable_count
(
handler
,
playerid
,
LOCATION_SZONE
,
playerid
,
LOCATION_REASON_TOFIELD
)
<=
0
)
return
FALSE
;
}
}
// check activate in hand/in set turn
// check activate in hand/in set turn
int32
ecode
=
0
;
int32
ecode
=
0
;
...
...
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