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another piece of battles (with code reorganization)
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@ -1850,10 +1850,10 @@ void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
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}
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}
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void CPlayerInterface::battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, tribool side, std::vector< CStack* > & stacks) //called by engine when battle starts; side=0 - left, side=1 - right
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void CPlayerInterface::battleStart(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, tribool side) //called by engine when battle starts; side=0 - left, side=1 - right
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{
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curint->deactivate();
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curint = new CBattleInterface(army1,army2,cb,hero1,hero2,stacks);
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curint = new CBattleInterface(army1,army2,hero1,hero2);
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curint->activate();
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LOCPLINT->objsToBlit.push_back(dynamic_cast<IShowable*>(curint));
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}
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