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Fixed #833
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0f2e00c780
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@ -1395,18 +1395,22 @@ bool BattleInfo::battleCanFlee(int player) const
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const CStack * BattleInfo::battleGetStack(THex pos, bool onlyAlive)
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{
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CStack * stack = NULL;
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for(unsigned int g=0; g<stacks.size(); ++g)
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{
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if((stacks[g]->position == pos
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if(stacks[g]->position == pos
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|| (stacks[g]->doubleWide()
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&&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos)
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|| (!stacks[g]->attackerOwned && stacks[g]->position+1 == pos) )
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))
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&& (!onlyAlive || stacks[g]->alive())
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)
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return stacks[g];
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) )
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{
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if (stacks[g]->alive())
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return stacks[g]; //we prefer living stacks - there cna be only one stack on te tile, so return it imediately
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else if (!onlyAlive)
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stack = stacks[g]; //dead stacks are only accessible when there's no alive stack on this tile
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}
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}
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return NULL;
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return stack;
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}
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const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
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@ -2131,7 +2135,7 @@ SpellCasting::ESpellCastProblem BattleInfo::battleIsImmune(const CGHeroInstance
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break;
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case 53: //haste
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case 54: //slow
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case 63: // Teleport
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case 63: //teleport
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case 65: //clone
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if (subject->hasBonusOfType(Bonus::SIEGE_WEAPON))
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return SpellCasting::STACK_IMMUNE_TO_SPELL; //war machines are mmune to some spells than involve movement
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