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	| @@ -1306,9 +1306,6 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs ) | ||||
| { | ||||
| 	CStack *st = gs->curB->getStack(ba.stackNumber); | ||||
|  | ||||
| 	if(vstd::contains(st->state, EBattleStackState::DEFENDING_ANIM)) | ||||
| 		st->state -= EBattleStackState::DEFENDING_ANIM; | ||||
|  | ||||
| 	if(ba.actionType == Battle::END_TACTIC_PHASE) | ||||
| 	{ | ||||
| 		gs->curB->tacticDistance = 0; | ||||
| @@ -1334,15 +1331,18 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs ) | ||||
| 	switch(ba.actionType) | ||||
| 	{ | ||||
| 	case Battle::DEFEND: | ||||
| 		st->state -= EBattleStackState::DEFENDING_ANIM; | ||||
| 		st->state.insert(EBattleStackState::DEFENDING); | ||||
| 		st->state.insert(EBattleStackState::DEFENDING_ANIM); | ||||
| 		break; | ||||
| 	case Battle::WAIT: | ||||
| 		st->state -= EBattleStackState::DEFENDING_ANIM; | ||||
| 		st->state.insert(EBattleStackState::WAITING); | ||||
| 		return; | ||||
| 	case Battle::HERO_SPELL: //no change in current stack state | ||||
| 		return; | ||||
| 	default: //any active stack action - attack, catapult, heal, spell... | ||||
| 		st->state -= EBattleStackState::DEFENDING_ANIM; | ||||
| 		st->state.insert(EBattleStackState::MOVED); | ||||
| 		break; | ||||
| 	} | ||||
|   | ||||
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