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@@ -70,8 +70,8 @@ class BattleStacksController
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/// currently active stack; nullptr - no one
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const CStack *activeStack;
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/// stack below mouse pointer, used for border animation
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const CStack *mouseHoveredStack;
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/// stacks below mouse pointer (multiple stacks possible while spellcasting), used for border animation
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std::vector<const CStack *> mouseHoveredStacks;
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///when animation is playing, we should wait till the end to make the next stack active; nullptr of none
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const CStack *stackToActivate;
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@@ -94,6 +94,12 @@ class BattleStacksController
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void executeAttackAnimations();
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void removeExpiredColorFilters();
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void updateBattleAnimations();
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void updateHoveredStacks();
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std::vector<const CStack *> selectHoveredStacks();
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public:
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BattleStacksController(BattleInterface & owner);
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@@ -117,7 +123,6 @@ public:
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void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
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void setActiveStack(const CStack *stack);
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void setHoveredStack(const CStack *stack);
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void setSelectedStack(const CStack *stack);
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void showAliveStack(Canvas & canvas, const CStack * stack);
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@@ -130,11 +135,12 @@ public:
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/// If effect from same (target, source) already exists, it will be updated
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void setStackColorFilter(const ColorFilter & effect, const CStack * target, const CSpell *source, bool persistent);
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void addNewAnim(BattleAnimation *anim); //adds new anim to pendingAnims
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void updateBattleAnimations();
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const CStack* getActiveStack() const;
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const CStack* getSelectedStack() const;
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void update();
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/// returns position of animation needed to place stack in specific hex
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Point getStackPositionAtHex(BattleHex hexNum, const CStack * creature) const;
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