fix some bugs introduced by Ep3 NTE work
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@@ -635,7 +635,7 @@ bool PlayerState::discard_card_or_add_to_draw_pile(uint16_t card_ref, bool add_t
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card->update_stats_on_destruction();
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this->set_cards[set_index].reset();
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} else {
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this->set_cards[set_index]->card_flags |= 2;
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card->card_flags |= 2;
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}
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}
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if (add_to_draw_pile) {
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@@ -852,12 +852,7 @@ uint8_t PlayerState::get_atk_points() const {
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return this->atk_points;
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}
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uint8_t PlayerState::get_atk_points_nte() const {
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return min<uint8_t>(this->atk_points2_max, this->atk_points);
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}
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void PlayerState::get_short_status_for_card_index_in_hand(
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size_t hand_index, CardShortStatus* stat) const {
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void PlayerState::get_short_status_for_card_index_in_hand(size_t hand_index, CardShortStatus* stat) const {
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stat->card_ref = this->card_refs[hand_index - 1];
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}
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@@ -1269,6 +1264,7 @@ void PlayerState::send_set_card_updates(bool always_send) {
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}
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}
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// mask will always be 0 here if is_trial is true
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if (mask && !s->get_should_copy_prev_states_to_current_states()) {
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G_ClearSetCardConditions_Ep3_6xB4x4F cmd;
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cmd.client_id = this->client_id;
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@@ -1792,9 +1788,7 @@ bool PlayerState::set_action_cards_for_action_state(const ActionState& pa) {
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auto ce = s->definition_for_card_ref(pa.action_card_refs[z]);
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if (ce) {
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auto card_class = ce->def.card_class();
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if ((card_class == CardClass::TECH) ||
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(card_class == CardClass::PHOTON_BLAST) ||
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(card_class == CardClass::BOSS_TECH)) {
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if (card_class_is_tech_like(card_class, is_trial)) {
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this->stats.num_tech_cards_set++;
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}
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if ((card_class == CardClass::ATTACK_ACTION) ||
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