Update of bug #8656 (project wormux):
Status: None => Fixed
Assigned to: None => gentildemon
Open/Closed: Open => Closed
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Follow-up Comment #6:
In fact, it was more difficult that what I thought...
The boolean Weapon::is_active was false, you shooted (Weapon::Shoot). Inside
Weapon::Shoot :
1) it called Weapon::p_Shoot(). It hurts your enemy, your enemy explodes, you
are killed, the game_loop state is set to end_turn, Weapon::SignalEndTurn is
called setting Weapon::is_active to false
2) Weapon::is_active is set to true...
So (2) was done after state is END_TURN, it was too late...
Hopefully it is now fixed, SetState is now managed by the action_handler :)
and ActionHandler::ExecActions() is called only once in the game_loop :)
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