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ArtInfoWindow on client. Lib side
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@@ -520,10 +520,8 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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BattleResultAccepted raccepted;
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raccepted.battleID = battle.getBattle()->getBattleID();
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raccepted.heroResult[BattleSide::ATTACKER].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::ATTACKER));
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raccepted.heroResult[BattleSide::DEFENDER].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::DEFENDER));
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raccepted.heroResult[BattleSide::ATTACKER].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::ATTACKER));
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raccepted.heroResult[BattleSide::DEFENDER].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::DEFENDER));
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raccepted.heroResult[BattleSide::ATTACKER].army = battle.battleGetArmyObject(BattleSide::ATTACKER)->id;
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raccepted.heroResult[BattleSide::DEFENDER].army = battle.battleGetArmyObject(BattleSide::DEFENDER)->id;
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raccepted.heroResult[BattleSide::ATTACKER].exp = battleResult->exp[BattleSide::ATTACKER];
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raccepted.heroResult[BattleSide::DEFENDER].exp = battleResult->exp[BattleSide::DEFENDER];
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raccepted.winnerSide = finishingBattle->winnerSide;
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@@ -568,8 +566,8 @@ void BattleResultProcessor::battleAfterLevelUp(const BattleID & battleID, const
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BattleResultsApplied resultsApplied;
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resultsApplied.battleID = battleID;
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resultsApplied.player1 = finishingBattle->victor;
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resultsApplied.player2 = finishingBattle->loser;
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resultsApplied.victor = finishingBattle->victor;
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resultsApplied.loser = finishingBattle->loser;
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gameHandler->sendAndApply(resultsApplied);
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//handle victory/loss of engaged players
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