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Fixed a bug with Werewolf, Drunk and Cultist #582

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Fixed a bug with Werewolf, Drunk and Cultist #582

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Moji-Asg
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[Fixed] Wolves eat drunk, Cult dies from converting wolf same night

I read the code and I think this changes will affect...
Just look at this:

Line No. | Event
3026 | SendNightAction() //Night Actions will send and wolf.Drunk is false
3313 | wolf.Drunk = true //if wolf goes to eat drunk
3637 | if(wolf.Drunk){} //Cult wants to convert wolf and he check if wolf is home or not and I added this statement because if wolf is drunk cult will recieve no one was home
3026 | SendNightAction() //Night Actions will send again and wolf message not send and wolf.Drunk will set to false again
3637 | if(wolf.Drunk){} //wolf.Drunk is false and wolves didn't attack and Cultist will die
...

I think what I did will do what i wanted and there would be no problems... I Think!
It seems like to work without any problems and any other bugs or maybe I'm wrong...

Related to Issue #533 by Flowee

Related to the issue #533, When Werewolf eats Drunk and at the same night Cultist visits Werewolf, Cultist will die. But Cultist shouldn't die because Wolves has attacked Drunk and Cultist should get this message "No body was home"
@Moji-Asg Moji-Asg marked this pull request as ready for review July 21, 2021 06:53
@Moji-Asg Moji-Asg closed this Dec 10, 2021
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