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Cleaned up BattleAnimationClasses file
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@@ -336,7 +336,7 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
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const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
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for (auto attackInfo : ca.attackedParts)
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{
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owner.stacksController->addNewAnim(new CCatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
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owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
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}
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}
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else
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@@ -347,7 +347,7 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
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for (auto attackInfo : ca.attackedParts)
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positions.push_back(owner.stacksController->getStackPositionAtHex(attackInfo.destinationTile, nullptr) + Point(99, 120));
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owner.stacksController->addNewAnim(new CPointEffectAnimation(owner, "WALLHIT", "SGEXPL.DEF", positions));
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owner.stacksController->addNewAnim(new PointEffectAnimation(owner, "WALLHIT", "SGEXPL.DEF", positions));
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}
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owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
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