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Handle HYPNOTIZE effect in case of mana drain
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@ -95,7 +95,7 @@ std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, Ba
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return std::make_pair(path, reachability.distances[dest]);
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}
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ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
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ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender,
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bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand )
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{
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TDmgRange range = calculateDmgRange(attacker, defender, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);
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@ -150,11 +150,6 @@ CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool at
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return ret;
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}
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const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
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{
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return sides[!stack->attackerOwned].hero;
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}
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void BattleInfo::localInit()
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{
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for(int i = 0; i < 2; i++)
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