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Removed makingTurn variable
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b1c67fbf47
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@ -54,7 +54,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
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, attackerInt(att)
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, defenderInt(defen)
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, curInt(att)
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, myTurn(false)
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, moveSoundHander(-1)
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{
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for ( auto & event : animationEvents)
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@ -258,6 +257,7 @@ void BattleInterface::giveCommand(EActionType action, BattleHex tile, si32 addit
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ba->actionSubtype = additional;
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sendCommand(ba, actor);
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CCS->curh->set(Cursor::Combat::POINTER);
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}
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void BattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
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@ -267,7 +267,6 @@ void BattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
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if(!tacticsMode)
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{
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logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
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myTurn = false;
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stacksController->setActiveStack(nullptr);
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givenCommand.setn(command);
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}
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@ -553,7 +552,6 @@ void BattleInterface::activateStack()
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if(!s)
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return;
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myTurn = true;
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windowObject->updateQueue();
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windowObject->blockUI(false);
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fieldController->redrawBackgroundWithHexes();
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@ -561,6 +559,11 @@ void BattleInterface::activateStack()
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GH.fakeMouseMove();
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}
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bool BattleInterface::makingTurn() const
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{
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return stacksController->getActiveStack() != nullptr;
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}
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void BattleInterface::endAction(const BattleAction* action)
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{
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const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
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@ -146,7 +146,8 @@ public:
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static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
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bool myTurn; //if true, interface is active (commands can be ordered)
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bool makingTurn() const;
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int moveSoundHander; // sound handler used when moving a unit
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BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
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@ -391,7 +391,7 @@ void BattleWindow::bSpellf()
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if (owner.actionsController->spellcastingModeActive())
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return;
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if (!owner.myTurn)
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if (!owner.makingTurn())
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return;
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auto myHero = owner.currentHero();
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