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- Commented out 4 of the 5 instances of GuiDisplayUtil.updateGUI(). It looks like one is enough.
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@@ -74,7 +74,7 @@ public class InputPassPriority extends Input implements java.io.Serializable {
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@Override
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public final void selectButtonOK() {
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Singletons.getModel().getGameState().getPhaseHandler().passPriority();
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GuiDisplayUtil.updateGUI();
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//GuiDisplayUtil.updateGUI();
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final Input in = AllZone.getInputControl().getInput();
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if ((in == this) || (in == null)) {
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AllZone.getInputControl().resetInput();
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@@ -467,7 +467,7 @@ public class MagicStack extends MyObservable {
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// TODO: make working triggered ability
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sp.resolve();
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Singletons.getModel().getGameAction().checkStateEffects();
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GuiDisplayUtil.updateGUI();
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//GuiDisplayUtil.updateGUI();
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} else {
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if (sp.isKickerAbility()) {
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sp.getSourceCard().setKicked(true);
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@@ -936,7 +936,7 @@ public class MagicStack extends MyObservable {
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// Resolving the Stack
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// TODO: change to use forge.view.FView?
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GuiDisplayUtil.updateGUI();
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//GuiDisplayUtil.updateGUI();
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this.freezeStack(); // freeze the stack while we're in the middle of
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// resolving
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@@ -1151,7 +1151,7 @@ public class MagicStack extends MyObservable {
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this.curResolvingCard = null;
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// TODO: change to use forge.view.FView?
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GuiDisplayUtil.updateGUI();
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//GuiDisplayUtil.updateGUI();
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this.updateObservers();
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// TODO: this is a huge hack. Why is this necessary?
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