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Removed object recycling that was causing #796. Fixed text nr typo.
Corrected json include in client/Client.cpp.
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@@ -3055,19 +3055,19 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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}
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//attack
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BattleAttack bat;
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prepareAttack(bat, curStack, stackAtEnd, distance, ba.additionalInfo);
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handleAttackBeforeCasting(bat); //only before first attack
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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{
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BattleAttack bat;
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prepareAttack(bat, curStack, stackAtEnd, distance, ba.additionalInfo);
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handleAttackBeforeCasting(bat); //only before first attack
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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}
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//counterattack
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if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
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&& stackAtEnd->alive()
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&& ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS) )
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&& !stackAtEnd->hasBonusOfType(Bonus::SIEGE_WEAPON)
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&& !stackAtEnd->hasBonusOfType(Bonus::HYPNOTIZED))
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&& stackAtEnd->ableToRetaliate())
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{
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BattleAttack bat;
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prepareAttack(bat, stackAtEnd, curStack, 0, curStack->position);
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bat.flags |= BattleAttack::COUNTER;
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sendAndApply(&bat);
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@@ -3080,7 +3080,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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&& curStack->alive()
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&& stackAtEnd->alive() )
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{
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bat.flags = 0;
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BattleAttack bat;
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prepareAttack(bat, curStack, stackAtEnd, 0, ba.additionalInfo);
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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@@ -3105,12 +3105,14 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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StartAction start_action(ba);
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sendAndApply(&start_action); //start shooting
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BattleAttack bat;
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bat.flags |= BattleAttack::SHOT;
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prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
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handleAttackBeforeCasting(bat);
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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{
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BattleAttack bat;
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bat.flags |= BattleAttack::SHOT;
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prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
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handleAttackBeforeCasting(bat);
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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}
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//ballista & artillery handling
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if(destStack->alive() && curStack->getCreature()->idNumber == 146)
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@@ -3127,6 +3129,8 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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&& curStack->shots
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)
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{
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BattleAttack bat;
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bat.flags |= BattleAttack::SHOT;
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prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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