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1. Better way to disable stack / cursor glitches
2. An attempt to handle looting artifacts after battle
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@ -1989,6 +1989,8 @@ void CBattleInterface::endCastingSpell()
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CCS->curh->changeGraphic(1, 6);
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//restore actions for current stack
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if (!activeStack)
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activateStack();
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getPossibleActionsForStack (activeStack);
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}
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@ -2476,8 +2478,6 @@ void CBattleInterface::showQueue()
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void CBattleInterface::startAction(const BattleAction* action)
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{
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possibleActions.clear(); //no random interface calls for inactive stack
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if(action->actionType == BattleAction::END_TACTIC_PHASE)
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{
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SDL_FreeSurface(menu);
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@ -2528,7 +2528,7 @@ void CBattleInterface::startAction(const BattleAction* action)
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char txt[400];
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if(action->actionType == BattleAction::HERO_SPELL) //when hero casts spell
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if (action->actionType == BattleAction::HERO_SPELL) //when hero casts spell
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{
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if(action->side)
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defendingHero->setPhase(4);
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@ -3039,6 +3039,8 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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spellToCast->destinationTile = myNumber;
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break;
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}
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activeStack = NULL; //disable interface checks for active stack
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curInt->cb->battleMakeAction(spellToCast);
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endCastingSpell();
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}
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