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* massive spells go via one SetStackEffect
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@@ -379,14 +379,12 @@ void SetStackEffect::applyCl( CClient *cl )
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sc.id = effect.id;
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sc.side = 3; //doesn't matter
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sc.skill = effect.level;
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BOOST_FOREACH(ui32 stack, stacks)
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{
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sc.tile = GS(cl)->curB->getStack(stack)->position;
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(&sc);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(&sc);
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}
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//informing about effects
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if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side1]->battleStacksEffectsSet(*this);
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if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
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cl->playerint[GS(cl)->curB->side2]->battleStacksEffectsSet(*this);
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}
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CGameState* CPackForClient::GS( CClient *cl )
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