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	Do not show preview for ranged retaliation - not implemented in lib
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		| @@ -124,8 +124,8 @@ static std::string formatRetaliation(const DamageEstimation & estimation, bool m | ||||
| 								 "vcmi.battleWindow.damageRetaliation.damageKills"; | ||||
|  | ||||
| 	std::string prefixTextID = mayBeKilled ? | ||||
| 		"vcmi.battleWindow.damageRetaliation.will" : | ||||
| 		"vcmi.battleWindow.damageRetaliation.may"; | ||||
| 		"vcmi.battleWindow.damageRetaliation.may" : | ||||
| 		"vcmi.battleWindow.damageRetaliation.will"; | ||||
|  | ||||
| 	return CGI->generaltexth->translate(prefixTextID) + formatAttack(estimation, "", baseTextID, 0); | ||||
| } | ||||
| @@ -517,14 +517,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle | ||||
| 			DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(shooter, targetStack, shooter->getPosition(), &retaliation); | ||||
| 			estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount()); | ||||
| 			estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount()); | ||||
| 			bool enemyMayBeKilled = estimation.kills.max == targetStack->getCount(); | ||||
| 			bool mayRetaliate = retaliation.damage.max > 0; | ||||
|  | ||||
| 			// for ranged attacks only show retaliation info if retaliation actually happens - since most shooters don't retaliate | ||||
| 			if (mayRetaliate) | ||||
| 				return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available()) + "\n" + formatRetaliation(retaliation, enemyMayBeKilled); | ||||
| 			else | ||||
| 				return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available()); | ||||
| 			return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available()); | ||||
| 		} | ||||
|  | ||||
| 		case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE: | ||||
|   | ||||
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