Fix check for opponent side for mana drain
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@@ -677,8 +677,7 @@ void BattleFlowProcessor::stackTurnTrigger(const CBattleInfoCallback & battle, c
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}
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}
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if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
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if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
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{
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{
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const PlayerColor opponent = battle.otherPlayer(battle.battleGetOwner(st));
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const CGHeroInstance * opponentHero = battle.battleGetFightingHero(battle.otherSide(st->unitSide()));
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const CGHeroInstance * opponentHero = battle.battleGetFightingHero(opponent);
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if(opponentHero)
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if(opponentHero)
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{
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{
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ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
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ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
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@@ -498,10 +498,10 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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BattleResultAccepted raccepted;
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BattleResultAccepted raccepted;
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raccepted.battleID = battle.getBattle()->getBattleID();
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raccepted.battleID = battle.getBattle()->getBattleID();
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raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(0));
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raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::ATTACKER));
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raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(1));
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raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::DEFENDER));
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raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(0));
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raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::ATTACKER));
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raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(1));
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raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::DEFENDER));
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raccepted.heroResult[0].exp = battleResult->exp[0];
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raccepted.heroResult[0].exp = battleResult->exp[0];
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raccepted.heroResult[1].exp = battleResult->exp[1];
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raccepted.heroResult[1].exp = battleResult->exp[1];
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raccepted.winnerSide = finishingBattle->winnerSide;
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raccepted.winnerSide = finishingBattle->winnerSide;
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