diff --git a/src/main/java/forge/control/input/InputPassPriority.java b/src/main/java/forge/control/input/InputPassPriority.java index e60adeb1929..1a77be36114 100644 --- a/src/main/java/forge/control/input/InputPassPriority.java +++ b/src/main/java/forge/control/input/InputPassPriority.java @@ -74,7 +74,7 @@ public class InputPassPriority extends Input implements java.io.Serializable { @Override public final void selectButtonOK() { Singletons.getModel().getGameState().getPhaseHandler().passPriority(); - GuiDisplayUtil.updateGUI(); + //GuiDisplayUtil.updateGUI(); final Input in = AllZone.getInputControl().getInput(); if ((in == this) || (in == null)) { AllZone.getInputControl().resetInput(); diff --git a/src/main/java/forge/game/zone/MagicStack.java b/src/main/java/forge/game/zone/MagicStack.java index d289e6b1daf..821039bf09a 100644 --- a/src/main/java/forge/game/zone/MagicStack.java +++ b/src/main/java/forge/game/zone/MagicStack.java @@ -467,7 +467,7 @@ public class MagicStack extends MyObservable { // TODO: make working triggered ability sp.resolve(); Singletons.getModel().getGameAction().checkStateEffects(); - GuiDisplayUtil.updateGUI(); + //GuiDisplayUtil.updateGUI(); } else { if (sp.isKickerAbility()) { sp.getSourceCard().setKicked(true); @@ -936,7 +936,7 @@ public class MagicStack extends MyObservable { // Resolving the Stack // TODO: change to use forge.view.FView? - GuiDisplayUtil.updateGUI(); + //GuiDisplayUtil.updateGUI(); this.freezeStack(); // freeze the stack while we're in the middle of // resolving @@ -1151,7 +1151,7 @@ public class MagicStack extends MyObservable { this.curResolvingCard = null; // TODO: change to use forge.view.FView? - GuiDisplayUtil.updateGUI(); + //GuiDisplayUtil.updateGUI(); this.updateObservers(); // TODO: this is a huge hack. Why is this necessary?