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* no more divison by 0 in slider
* little more code for upgrades * version set to 0.6 * "plural" reference names for Conflux creatures (starting armies of Conflux heroes should now be working) * minor changes
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@@ -559,7 +559,7 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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switch(CBattleHex::mutualPosition(aStack.position, dest)) //attack direction
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{
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case 0:
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/*reverseCreature(ID, aStack.position, true);
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//reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(10);
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for(int i=0; i<creAnims[ID]->framesInGroup(10); ++i)
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{
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@@ -567,7 +567,7 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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reverseCreature(ID, aStack.position, true);*/
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//reverseCreature(ID, aStack.position, true);
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break;
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case 1:
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creAnims[ID]->setType(10);
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@@ -597,7 +597,7 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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}
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break;
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case 4:
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/*reverseCreature(ID, aStack.position, true);
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//reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(12);
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for(int i=0; i<creAnims[ID]->framesInGroup(12); ++i)
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{
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@@ -605,10 +605,10 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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reverseCreature(ID, aStack.position, true);*/
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//reverseCreature(ID, aStack.position, true);
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break;
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case 5:
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/*reverseCreature(ID, aStack.position, true);
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reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(11);
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for(int i=0; i<creAnims[ID]->framesInGroup(11); ++i)
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{
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@@ -616,7 +616,7 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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reverseCreature(ID, aStack.position, true);*/
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reverseCreature(ID, aStack.position, true);
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break;
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}
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creAnims[ID]->setType(2);
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