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synced 2025-07-15 01:24:45 +02:00
* fixed blocked shooter behavior
* slowed map scrolling * minor
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@ -2025,7 +2025,7 @@ void CPlayerInterface::actionStarted(const BattleAction* action)
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)
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{
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static_cast<CBattleInterface*>(curint)->creAnims[action->stackNumber]->setType(20);
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}
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}
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}
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void CPlayerInterface::actionFinished(const BattleAction* action)
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@ -2088,10 +2088,10 @@ void CPlayerInterface::battleAttack(BattleAttack *ba)
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else
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dynamic_cast<CBattleInterface*>(curint)->stackIsAttacked(ba->bsa.stackAttacked, ba->bsa.damageAmount, ba->bsa.killedAmount, ba->stackAttacking, ba->shot());
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}
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void CPlayerInterface::battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)
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{
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dynamic_cast<CBattleInterface*>(curint)->stackKilled(ID, dmg, killed, IDby, byShooting);
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}
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//void CPlayerInterface::battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)
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//{
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// dynamic_cast<CBattleInterface*>(curint)->stackKilled(ID, dmg, killed, IDby, byShooting);
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//}
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//void CPlayerInterface::battleStackIsShooting(int ID, int dest)
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//{
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