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* redone stack queue algorithm
* recalculating paths only after finished movement / switching selection * moving hero uses "new" pathfinder * moving hero by arrow keys / numpad * VCMI window should start centered * fixed pairing Subterranean Gates * fixed issues with creatures sounds after loading * several minor changes and improvements
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@@ -646,6 +646,7 @@ DLL_EXPORT void BattleSetActiveStack::applyGs( CGameState *gs )
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{
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gs->curB->activeStack = stack;
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CStack *st = gs->curB->getStack(stack);
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st->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
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if(vstd::contains(st->state,MOVED)) //if stack is moving second time this turn it must had a high morale bonus
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st->state.insert(HAD_MORALE);
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}
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@@ -719,6 +720,7 @@ DLL_EXPORT void BattleAttack::applyGs( CGameState *gs )
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DLL_EXPORT void StartAction::applyGs( CGameState *gs )
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{
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CStack *st = gs->curB->getStack(ba.stackNumber);
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assert(st);
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switch(ba.actionType)
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{
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case 3:
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