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* spell animations are handled by new battle animation engine
* armageddon works when there are dead stack on the battlefield
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@ -2540,7 +2540,8 @@ std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, const CGHer
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|| (s->id == 26) //Armageddon
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)
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{
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attackedCres.insert(stacks[it]);
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if(stacks[it]->alive())
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attackedCres.insert(stacks[it]);
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}
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}
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}
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