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Fixed animation order in lucky attacks. May fix 1891.
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@ -945,6 +945,7 @@ void CPlayerInterface::battleAttack(const BattleAttack *ba)
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CCS->soundh->playSound(soundBase::deathBlow);
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}
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battleInt->waitForAnims();
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const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
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@ -867,11 +867,15 @@ void CShootingAnimation::endAnim()
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CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, ui32 _effect, BattleHex _destTile, int _dx, int _dy, bool _Vflip, bool _areaEffect)
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:CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), x(0), y(0), dx(_dx), dy(_dy), Vflip(_Vflip) , areaEffect(_areaEffect)
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{}
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{
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logAnim->debugStream() << "Created spell anim for effect #" << effect;
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}
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CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip, bool _areaEffect)
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:CBattleAnimation(_owner), effect(-1), destTile(0), customAnim(_customAnim), x(_x), y(_y), dx(_dx), dy(_dy), Vflip(_Vflip), areaEffect(_areaEffect)
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{}
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{
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logAnim->debugStream() << "Created spell anim for " << customAnim;
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}
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bool CSpellEffectAnimation::init()
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{
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