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* JsonReader can convert to enums
* refactoring
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@ -1180,7 +1180,7 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
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{
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CStack *st = gs->curB->getStack(ba.stackNumber);
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if(ba.actionType == BattleAction::END_TACTIC_PHASE)
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if(ba.actionType == Battle::END_TACTIC_PHASE)
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{
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gs->curB->tacticDistance = 0;
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return;
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@ -1193,7 +1193,7 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
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return;
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}
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if(ba.actionType != BattleAction::HERO_SPELL) //don't check for stack if it's custom action by hero
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if(ba.actionType != Battle::HERO_SPELL) //don't check for stack if it's custom action by hero
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{
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assert(st);
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}
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@ -1204,13 +1204,13 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
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switch(ba.actionType)
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{
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case BattleAction::DEFEND:
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case Battle::DEFEND:
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st->state.insert(EBattleStackState::DEFENDING);
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break;
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case BattleAction::WAIT:
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case Battle::WAIT:
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st->state.insert(EBattleStackState::WAITING);
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return;
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case BattleAction::HERO_SPELL: //no change in current stack state
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case Battle::HERO_SPELL: //no change in current stack state
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return;
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default: //any active stack action - attack, catapult, heal, spell...
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st->state.insert(EBattleStackState::MOVED);
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