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* fixed memory leak in battles
* blitting creature animatoins to rects (not tested!) * a few minor improvements
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@@ -54,7 +54,7 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, C
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}
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}
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//blitting menu background and terrain
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////blitting menu background and terrain
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blitAt(background, 0, 0);
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blitAt(menu, 0, 556);
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CSDL_Ext::update();
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@@ -98,9 +98,9 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, C
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//preparing cells and hexes
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cellBorder = CGI->bitmaph->loadBitmap("CCELLGRD.BMP");
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cellBorder = CSDL_Ext::alphaTransform(cellBorder);
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CSDL_Ext::alphaTransform(cellBorder);
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cellShade = CGI->bitmaph->loadBitmap("CCELLSHD.BMP");
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cellShade = CSDL_Ext::alphaTransform(cellShade);
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CSDL_Ext::alphaTransform(cellShade);
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for(int h=0; h<187; ++h)
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{
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bfield[h].myNumber = h;
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@@ -142,8 +142,8 @@ CBattleInterface::~CBattleInterface()
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SDL_FreeSurface(cellBorder);
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SDL_FreeSurface(cellShade);
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for(int g=0; g<creAnims.size(); ++g)
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delete creAnims[g];
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for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
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delete g->second;
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}
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void CBattleInterface::activate()
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@@ -531,7 +531,11 @@ CBattleHero::CBattleHero(std::string defName, int phaseG, int imageG, bool flipG
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for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
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{
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if(flip)
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dh->ourImages[i].bitmap = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
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{
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SDL_Surface * hlp = CSDL_Ext::rotate01(dh->ourImages[i].bitmap);
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SDL_FreeSurface(dh->ourImages[i].bitmap);
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dh->ourImages[i].bitmap = hlp;
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}
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dh->ourImages[i].bitmap = CSDL_Ext::alphaTransform(dh->ourImages[i].bitmap);
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}
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dh->alphaTransformed = true;
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