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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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@ -174,9 +174,9 @@ void CAdventureAI::battleStart(const CCreatureSet * army1, const CCreatureSet *
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battleAI->battleStart(army1, army2, tile, hero1, hero2, side);
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}
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void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
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void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
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{
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battleAI->battleStacksAttacked(bsa);
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battleAI->battleStacksAttacked(bsa, ranged);
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}
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void CAdventureAI::actionStarted(const BattleAction & action)
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