- Commented out 4 of the 5 instances of GuiDisplayUtil.updateGUI(). It looks like one is enough.

This commit is contained in:
Sloth
2012-07-21 11:06:31 +00:00
parent a5d72db345
commit 457b30a2b7
2 changed files with 4 additions and 4 deletions

View File

@@ -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();

View File

@@ -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?