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Workaround for crash?
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@ -95,6 +95,14 @@ void callAllInterfaces(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
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template<typename T, typename ... Args, typename ... Args2>
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template<typename T, typename ... Args, typename ... Args2>
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void callBattleInterfaceIfPresentForBothSides(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
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void callBattleInterfaceIfPresentForBothSides(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
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{
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{
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assert(cl.gameState()->curB);
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if (!cl.gameState()->curB)
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{
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logGlobal->error("Attempt to call battle interface without ongoing battle!");
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return;
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}
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callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[0].color, ptr, std::forward<Args2>(args)...);
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callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[0].color, ptr, std::forward<Args2>(args)...);
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callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[1].color, ptr, std::forward<Args2>(args)...);
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callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[1].color, ptr, std::forward<Args2>(args)...);
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if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt)
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if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt)
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