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More robust management of body/shadow/overlay split
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@@ -394,7 +394,7 @@ void ClientCommandManager::handleDef2bmpCommand(std::istringstream& singleWordBu
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{
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std::string URI;
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singleWordBuffer >> URI;
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auto anim = GH.renderHandler().loadAnimation(AnimationPath::builtin(URI), EImageBlitMode::ALPHA);
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auto anim = GH.renderHandler().loadAnimation(AnimationPath::builtin(URI), EImageBlitMode::SIMPLE);
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anim->exportBitmaps(VCMIDirs::get().userExtractedPath());
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}
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