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Handling of area attack animation & effect
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4f24501cae
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@ -835,11 +835,14 @@ void CPlayerInterface::battleAttack(const BattleAttack *ba)
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for(std::vector<BattleStackAttacked>::const_iterator i = ba->bsa.begin(); i != ba->bsa.end(); i++)
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{
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const CStack * attacked = cb->battleGetStackByID(i->stackAttacked);
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if (!i->isSecondary()) //display projectile only for primary target
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{
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battleInt->stackAttacking(attacker, cb->battleGetPos(i->stackAttacked), attacked, true);
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}
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}
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}
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else
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{//WARNING: does not support multiple attacked creatures
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{//TODO: support multiple attacked creatures
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int shift = 0;
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if(ba->counter() && THex::mutualPosition(curAction->destinationTile, attacker->position) < 0)
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{
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@ -546,6 +546,9 @@ void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CSt
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const Bonus * bonus = att->getBonus(Selector::type(Bonus::SPELL_LIKE_ATTACK));
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if (bonus)
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{
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bsa->flags |= BattleStackAttacked::EFFECT;
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bsa->effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
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BattleStackAttacked bss = *bsa; // copy some parameters, such as attacker
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std::set<CStack*> attackedCreatures = gs->curB->getAttackedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, def->position);
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@ -3489,6 +3492,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destinatio
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continue;
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BattleStackAttacked bsa;
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//TODO: display effect only upon primary target of area spell
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bsa.flags |= BattleStackAttacked::EFFECT;
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bsa.effect = spell->mainEffectAnim;
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bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
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