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Running out of timer during battle will no longer force retreat
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@@ -313,10 +313,8 @@ void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
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}
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else
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{
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BattleAction retreat;
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retreat.side = side;
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retreat.actionType = EActionType::RETREAT; //harsh punishment
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gameHandler.battles->makePlayerBattleAction(battleID, player, retreat);
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// battle vs neutrals - no-op, let battle run till the end
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// once battle is over player turn will be over due to running out of timer on adventure map
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}
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}
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}
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