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Fix crash during auto battle
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ba1062ed3c
commit
aab5a05036
@ -1304,9 +1304,6 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
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{
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{
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CStack *st = gs->curB->getStack(ba.stackNumber);
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CStack *st = gs->curB->getStack(ba.stackNumber);
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if(vstd::contains(st->state, EBattleStackState::DEFENDING_ANIM))
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st->state -= EBattleStackState::DEFENDING_ANIM;
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if(ba.actionType == Battle::END_TACTIC_PHASE)
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if(ba.actionType == Battle::END_TACTIC_PHASE)
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{
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{
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gs->curB->tacticDistance = 0;
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gs->curB->tacticDistance = 0;
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@ -1332,15 +1329,18 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
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switch(ba.actionType)
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switch(ba.actionType)
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{
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{
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case Battle::DEFEND:
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case Battle::DEFEND:
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st->state -= EBattleStackState::DEFENDING_ANIM;
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st->state.insert(EBattleStackState::DEFENDING);
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st->state.insert(EBattleStackState::DEFENDING);
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st->state.insert(EBattleStackState::DEFENDING_ANIM);
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st->state.insert(EBattleStackState::DEFENDING_ANIM);
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break;
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break;
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case Battle::WAIT:
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case Battle::WAIT:
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st->state -= EBattleStackState::DEFENDING_ANIM;
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st->state.insert(EBattleStackState::WAITING);
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st->state.insert(EBattleStackState::WAITING);
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return;
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return;
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case Battle::HERO_SPELL: //no change in current stack state
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case Battle::HERO_SPELL: //no change in current stack state
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return;
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return;
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default: //any active stack action - attack, catapult, heal, spell...
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default: //any active stack action - attack, catapult, heal, spell...
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st->state -= EBattleStackState::DEFENDING_ANIM;
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st->state.insert(EBattleStackState::MOVED);
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st->state.insert(EBattleStackState::MOVED);
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break;
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break;
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}
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}
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