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Formating2
Change ani to anim
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@@ -233,7 +233,7 @@ std::string CDefenceAnimation::getMySound()
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if(killed)
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return battle_sound(stack->getCreature(), killed);
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if (vstd::contains(stack->state, EBattleStackState::DEFENDING_ANI))
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if (vstd::contains(stack->state, EBattleStackState::DEFENDING_ANIM))
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return battle_sound(stack->getCreature(), defend);
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return battle_sound(stack->getCreature(), wince);
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@@ -244,7 +244,7 @@ CCreatureAnim::EAnimType CDefenceAnimation::getMyAnimType()
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if(killed)
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return CCreatureAnim::DEATH;
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if (vstd::contains(stack->state, EBattleStackState::DEFENDING_ANI))
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if (vstd::contains(stack->state, EBattleStackState::DEFENDING_ANIM))
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return CCreatureAnim::DEFENCE;
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return CCreatureAnim::HITTED;
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+1
-1
@@ -445,7 +445,7 @@ namespace EBattleStackState
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//remember to drain mana only once per turn
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DRAINED_MANA,
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//only for defending animation
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DEFENDING_ANI
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DEFENDING_ANIM
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};
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}
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+3
-3
@@ -1304,8 +1304,8 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
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{
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CStack *st = gs->curB->getStack(ba.stackNumber);
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if(vstd::contains(st->state, EBattleStackState::DEFENDING_ANI))
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st->state -= EBattleStackState::DEFENDING_ANI;
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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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{
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@@ -1333,7 +1333,7 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
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{
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case Battle::DEFEND:
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st->state.insert(EBattleStackState::DEFENDING);
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st->state.insert(EBattleStackState::DEFENDING_ANI);
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st->state.insert(EBattleStackState::DEFENDING_ANIM);
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break;
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case Battle::WAIT:
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st->state.insert(EBattleStackState::WAITING);
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