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- a bit nicer stack queue. Check forum for graphics.
- warning fix
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@@ -5798,7 +5798,6 @@ void CGameHandler::runBattle()
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removeObstacle(*obstPtr);
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}
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std::vector<CStack*> & stacks = (gs->curB->stacks);
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const BattleInfo & curB = *gs->curB;
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//stack loop
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@@ -5890,7 +5889,7 @@ void CGameHandler::runBattle()
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{
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std::vector< const CStack * > possibleStacks;
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//is there any clean algorithm for that? (boost.range seems to lack copy_if)
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//is there any clean algorithm for that? (boost.range seems to lack copy_if) -> remove_copy_if?
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BOOST_FOREACH(const CStack *s, battleGetAllStacks())
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if(s->owner == next->owner && s->canBeHealed())
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possibleStacks.push_back(s);
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