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Fix stack reactivation leading to broken spellcasting
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@@ -181,6 +181,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
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{
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CCS->musich->playMusicFromSet("battle", true, true);
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battleActionsStarted = true;
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activateStack();
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controlPanel->blockUI(settings["session"]["spectate"].Bool());
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battleIntroSoundChannel = -1;
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}
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@@ -944,7 +945,7 @@ void CBattleInterface::show(SDL_Surface *to)
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//activation of next stack, if any
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//TODO: should be moved to the very start of this method?
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activateStack();
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//activateStack();
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}
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void CBattleInterface::showBattlefieldObjects(std::shared_ptr<CCanvas> canvas, const BattleHex & location )
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@@ -390,7 +390,7 @@ void CBattleStacksController::stackActivated(const CStack *stack) //TODO: check
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stackToActivate = stack;
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owner->waitForAnims();
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if (stackToActivate) //during waiting stack may have gotten activated through show
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activateStack();
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owner->activateStack();
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}
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void CBattleStacksController::stackRemoved(uint32_t stackID)
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