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* Fixed 171 Update: Defending hero gets now drawn at the end of the first hex row. Hero is in front of the background wall but behind the keep/keep turret.
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@@ -1746,12 +1746,6 @@ void CBattleInterface::show(SDL_Surface * to)
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//units shown
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//units shown
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//showing hero animations
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if(attackingHero)
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attackingHero->show(to);
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if(defendingHero)
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defendingHero->show(to);
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projectileShowHelper(to);//showing projectiles
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projectileShowHelper(to);//showing projectiles
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//showing spell effects
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//showing spell effects
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@@ -1825,6 +1819,15 @@ void CBattleInterface::show(SDL_Surface * to)
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void CBattleInterface::showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to)
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void CBattleInterface::showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to)
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{
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{
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//showing hero animations
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if (hex == 0)
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if(attackingHero)
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attackingHero->show(to);
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if (hex == 16)
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if(defendingHero)
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defendingHero->show(to);
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for(int v = 0; v < aliveStacks[hex].size(); ++v)
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for(int v = 0; v < aliveStacks[hex].size(); ++v)
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{
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{
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const CStack *s = aliveStacks[hex][v];
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const CStack *s = aliveStacks[hex][v];
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