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Merge pull request #1103 from Nordsoft91/autobattle-bugfix
Preventing multiple AI from being created
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commit
c5cf0e4086
@ -859,17 +859,17 @@ void CBattleInterface::reallySurrender()
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void CBattleInterface::bAutofightf()
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{
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if (spellDestSelectMode) //we are casting a spell
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if(spellDestSelectMode) //we are casting a spell
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return;
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//Stop auto-fight mode
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if (curInt->isAutoFightOn)
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if(curInt->isAutoFightOn)
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{
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assert(curInt->autofightingAI);
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curInt->isAutoFightOn = false;
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logGlobal->trace("Stopping the autofight...");
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}
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else
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else if(!curInt->autofightingAI)
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{
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curInt->isAutoFightOn = true;
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blockUI(true);
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@ -1619,7 +1619,9 @@ void CBattleInterface::activateStack()
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setActiveStack(stackToActivate);
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stackToActivate = nullptr;
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const CStack *s = activeStack;
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const CStack * s = activeStack;
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if(!s)
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return;
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queue->update();
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redrawBackgroundWithHexes(activeStack);
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@ -536,6 +536,8 @@ void CMapHandler::CMapWorldViewBlitter::drawTileOverlay(SDL_Surface * targetSurf
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for(auto & object : objects)
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{
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const CGObjectInstance * obj = object.obj;
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if(!obj)
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continue;
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const bool sameLevel = obj->pos.z == pos.z;
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