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Moved all animation ordering logic to callers
Previously, CBattleAnimation & inheritors were controlling animation ordering - e.g. which animations should play after which. Now, this is controlled by caller, e.g. BattleInterface & its controllers. H3 animations are fairly linear and can be split in stages which are already somewhat implemented via waitForAnims
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@@ -238,7 +238,7 @@ void CGuiHandler::handleCurrentEvent()
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break;
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case SDLK_F9:
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//not working yet since CClient::run remain locked after CBattleInterface removal
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//not working yet since CClient::run remain locked after BattleInterface removal
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// if(LOCPLINT->battleInt)
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// {
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// GH.popInts(1);
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