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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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@@ -1221,6 +1221,7 @@ int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<bat
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BattleStackAttacked bsa;
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if(secondary)
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bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
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bsa.attackerID = attackerState->unitId();
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bsa.stackAttacked = def->unitId();
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{
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