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We need to know caster stack ID for proper projectile animation
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@@ -1335,13 +1335,6 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
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DLL_LINKAGE void BattleSpellCast::applyGs( CGameState *gs )
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{
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assert(gs->curB);
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if (castedByHero)
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{
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if (side < 2)
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{
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gs->curB->sides[side].castSpellsCount++;
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}
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}
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const CSpell * spell = SpellID(id).toSpell();
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