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* simple mechanism for detecting desync after init
* moving stacks in tactics phase won't affect stack queue (part of #760) * moved all boost headers in server to PCH
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@@ -1031,6 +1031,13 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
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return;
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}
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if(gs->curB->tacticDistance)
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{
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// moves in tactics phase do not affect creature status
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// (tactics stack queue is managed by client)
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return;
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}
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if(ba.actionType != BattleAction::HERO_SPELL) //don't check for stack if it's custom action by hero
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{
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assert(st);
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