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- projectile blitting should be closer to original H3. But still not perfect.
- removed no longer needed field "projectile spins"
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@@ -493,9 +493,7 @@ void CCreatureHandler::loadUnitAnimInfo(CCreature & unit, CLegacyConfigParser &
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///////////////////////
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for(int jjj=0; jjj<12; ++jjj)
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{
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unit.animation.missleFrameAngles[jjj] = parser.readNumber();
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}
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unit.animation.missleFrameAngles.push_back(parser.readNumber());
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unit.animation.troopCountLocationOffset= parser.readNumber();
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unit.animation.attackClimaxFrame = parser.readNumber();
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@@ -570,11 +568,9 @@ CCreature * CCreatureHandler::loadCreature(const JsonNode & node)
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cre->animation.rightMissleOffsetY = offsets["middleY"].Float();
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cre->animation.lowerRightMissleOffsetX = offsets["lowerX"].Float();
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cre->animation.lowerRightMissleOffsetY = offsets["lowerY"].Float();
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int i = 0;
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BOOST_FOREACH (auto & angle, missile["frameAngles"].Vector())
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{
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cre->animation.missleFrameAngles[i++] = angle.Float();
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}
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cre->animation.missleFrameAngles = missile["frameAngles"].convertTo<std::vector<double>>();
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cre->advMapDef = graphics["map"].String();
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cre->iconIndex = graphics["iconIndex"].Float();
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@@ -622,7 +618,7 @@ void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & c
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doubledCreatures.insert(creature->idNumber);
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creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String();
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creature->animation.projectileSpin = config["graphics"]["missile"]["spinning"].Bool();
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//creature->animation.projectileSpin = config["graphics"]["missile"]["spinning"].Bool();
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creature->special = config["special"].Bool();
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