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Fix handling of opening spells when tactics is present
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@ -507,6 +507,12 @@ void BattleFlowProcessor::onActionMade(const BattleAction &ba)
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{
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{
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const auto & battle = gameHandler->gameState()->curB;
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const auto & battle = gameHandler->gameState()->curB;
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if (ba.actionType == EActionType::END_TACTIC_PHASE)
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{
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onTacticsEnded();
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return;
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}
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const CStack * actedStack = battle->battleGetStackByID(ba.stackNumber, false);
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const CStack * actedStack = battle->battleGetStackByID(ba.stackNumber, false);
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const CStack * activeStack = battle->battleGetStackByID(battle->getActiveStackID(), false);
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const CStack * activeStack = battle->battleGetStackByID(battle->getActiveStackID(), false);
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@ -39,6 +39,7 @@ class BattleProcessor : boost::noncopyable
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std::unique_ptr<BattleFlowProcessor> flowProcessor;
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std::unique_ptr<BattleFlowProcessor> flowProcessor;
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std::unique_ptr<BattleResultProcessor> resultProcessor;
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std::unique_ptr<BattleResultProcessor> resultProcessor;
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void onTacticsEnded();
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void updateGateState();
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void updateGateState();
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void engageIntoBattle(PlayerColor player);
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void engageIntoBattle(PlayerColor player);
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