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More robust management of body/shadow/overlay split
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@@ -114,7 +114,7 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
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//preparing cells and hexes
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cellBorder = GH.renderHandler().loadImage(ImagePath::builtin("CCELLGRD.BMP"), EImageBlitMode::COLORKEY);
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cellShade = GH.renderHandler().loadImage(ImagePath::builtin("CCELLSHD.BMP"), EImageBlitMode::ALPHA);
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cellShade = GH.renderHandler().loadImage(ImagePath::builtin("CCELLSHD.BMP"), EImageBlitMode::SIMPLE);
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cellUnitMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
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cellUnitMaxMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMaxMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
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@@ -124,8 +124,6 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
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rangedFullDamageLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsGreen.json"), EImageBlitMode::COLORKEY);
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shootingRangeLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsRed.json"), EImageBlitMode::COLORKEY);
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cellShade->setShadowEnabled(true);
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if(!owner.siegeController)
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{
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auto bfieldType = owner.getBattle()->battleGetBattlefieldType();
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