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Allow different subtypes of SOUL_STEAL work concurrently
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@ -983,6 +983,7 @@ void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, cons
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//soul steal handling
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if (att->hasBonusOfType(Bonus::SOUL_STEAL) && def->isLiving())
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{
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StacksHealedOrResurrected shi;
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shi.lifeDrain = true;
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shi.tentHealing = false;
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@ -990,15 +991,36 @@ void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, cons
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shi.canOverheal = true;
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shi.drainedFrom = def->ID;
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StacksHealedOrResurrected::HealInfo hi;
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hi.stackID = att->ID;
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hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL) * att->MaxHealth(); //TODO: Should unit be additionally healed after life drain?
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hi.lowLevelResurrection = att->hasBonusOfType(Bonus::SOUL_STEAL, 1);
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shi.healedStacks.push_back(hi);
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if (hi.healedHP > 0)
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if (att->hasBonusOfType(Bonus::SOUL_STEAL, 0) && att->hasBonusOfType(Bonus::SOUL_STEAL, 1))
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{
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bsa.healedStacks.push_back(shi);
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StacksHealedOrResurrected::HealInfo hi0;
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hi0.stackID = att->ID;
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hi0.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, 0) * att->MaxHealth();
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hi0.lowLevelResurrection = false;
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StacksHealedOrResurrected::HealInfo hi1;
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hi1.stackID = att->ID;
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hi1.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL, 1) * att->MaxHealth();
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hi1.lowLevelResurrection = true;
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shi.healedStacks.push_back(hi0);
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shi.healedStacks.push_back(hi1);
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if (hi0.healedHP > 0 || hi1.healedHP > 0)
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bsa.healedStacks.push_back(shi);
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}
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else
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{
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StacksHealedOrResurrected::HealInfo hi;
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hi.stackID = att->ID;
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hi.healedHP = bsa.killedAmount * att->valOfBonuses(Bonus::SOUL_STEAL) * att->MaxHealth(); //TODO: Should unit be additionally healed after life drain?
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hi.lowLevelResurrection = att->hasBonusOfType(Bonus::SOUL_STEAL, 1);
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shi.healedStacks.push_back(hi);
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if (hi.healedHP > 0)
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{
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bsa.healedStacks.push_back(shi);
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}
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}
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}
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bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
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