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More bugfixes.
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@ -165,7 +165,7 @@ template <typename T> void CSCButton<typename T>::show(SDL_Surface * to)
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if (delg) //we blit on our owner's bitmap
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{
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blitAt(imgs[curimg][state],posr.x,posr.y,delg->bitmap);
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updateRect(&genRect(pos.h,pos.w,posr.x,posr.y),delg->bitmap);
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//updateRect(&genRect(pos.h,pos.w,posr.x,posr.y),delg->bitmap);
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}
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else
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{
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@ -188,12 +188,12 @@ void CButtonBase::show(SDL_Surface * to)
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if (abs)
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{
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blitAt(imgs[curimg][state],pos.x,pos.y,to);
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updateRect(&pos,to);
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//updateRect(&pos,to);
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}
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else
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{
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blitAt(imgs[curimg][state],pos.x+ourObj->pos.x,pos.y+ourObj->pos.y,to);
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updateRect(&genRect(pos.h,pos.w,pos.x+ourObj->pos.x,pos.y+ourObj->pos.y),to);
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//updateRect(&genRect(pos.h,pos.w,pos.x+ourObj->pos.x,pos.y+ourObj->pos.y),to);
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}
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}
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@ -371,6 +371,7 @@ void CPlayerInterface::yourTurn()
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}
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for(int i=0;i<objsToBlit.size();i++)
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objsToBlit[i]->show();
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SDL_Flip(ekran);
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SDL_Delay(5); //give time for other apps
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SDL_framerateDelay(mainFPSmng);
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}
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@ -934,6 +935,7 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
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std::stable_sort(CGI->mh->ttiles[hp.x][hp.y][hp.z].objects.begin(), CGI->mh->ttiles[hp.x][hp.y][hp.z].objects.end(), ocmptwo_cgin);*/
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}
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LOCPLINT->adventureInt->update(); //updating screen
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SDL_Flip(ekran);
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CGI->screenh->updateScreen();
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LOCPLINT->adventureInt->anim++;
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SDL_framerateDelay(mainFPSmng); //for animation purposes
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