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https://github.com/vcmi/vcmi.git
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Color muxer effects can now be (partially) configured by user.
TODO: move color muxer effects from spells into spell config
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@@ -223,9 +223,9 @@ void BattleStacksController::stackAdded(const CStack * stack, bool instant)
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owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=]()
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{
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addNewAnim(ColorTransformAnimation::summonAnimation(owner, stack));
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addNewAnim(new ColorTransformAnimation(owner, stack, "summonFadeIn", nullptr));
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if (stack->isClone())
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addNewAnim(ColorTransformAnimation::cloneAnimation(owner, stack, SpellID(SpellID::CLONE).toSpell()));
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addNewAnim(new ColorTransformAnimation(owner, stack, "cloning", SpellID(SpellID::CLONE).toSpell()));
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});
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}
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}
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@@ -468,7 +468,7 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
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if (attackedInfo.killed && attackedInfo.defender->summoned)
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{
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owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
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addNewAnim(ColorTransformAnimation::fadeOutAnimation(owner, attackedInfo.defender));
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addNewAnim(new ColorTransformAnimation(owner, attackedInfo.defender, "summonFadeOut", nullptr));
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stackRemoved(attackedInfo.defender->ID);
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});
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}
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@@ -482,12 +482,12 @@ void BattleStacksController::stackTeleported(const CStack *stack, std::vector<Ba
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assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
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owner.executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
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addNewAnim( ColorTransformAnimation::teleportOutAnimation(owner, stack) );
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addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeOut", nullptr) );
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});
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owner.executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
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stackAnimation[stack->ID]->pos.moveTo(getStackPositionAtHex(destHex.back(), stack));
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addNewAnim( ColorTransformAnimation::teleportInAnimation(owner, stack) );
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addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeIn", nullptr) );
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});
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// animations will be executed by spell
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@@ -831,7 +831,7 @@ void BattleStacksController::removeExpiredColorFilters()
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return false;
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if (filter.effect == ColorFilter::genEmptyShifter())
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return false;
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if (filter.source && filter.target->hasBonus(Selector::source(Bonus::SPELL_EFFECT, filter.source->id)))
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if (filter.source && filter.target->hasBonus(Selector::source(Bonus::SPELL_EFFECT, filter.source->id), Selector::all))
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return false;
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return true;
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});
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