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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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@@ -154,7 +154,7 @@ public:
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virtual void battleNewRound(int round) override;
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virtual void battleCatapultAttacked(const CatapultAttack & ca) override;
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override;
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override;
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
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virtual void actionStarted(const BattleAction &action) override;
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virtual void battleNewRoundFirst(int round) override;
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virtual void actionFinished(const BattleAction &action) override;
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