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- catapult attacks should be identical to H3
- catapult may miss and attack another part of wall instead (this is how it works in H3) - minor fixes
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@ -379,9 +379,20 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
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//setting up siege obstacles
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if (town && town->hasFort())
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{
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for (int b = 0; b < ARRAY_COUNT (curB->si.wallState); ++b)
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for (int b = 0; b < curB->si.wallState.size(); ++b)
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{
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curB->si.wallState[b] = 1;
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curB->si.wallState[b] = EWallState::INTACT;
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}
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if (!town->hasBuilt(BuildingID::CITADEL))
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{
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curB->si.wallState[EWallParts::KEEP] = EWallState::NONE;
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}
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if (!town->hasBuilt(BuildingID::CASTLE))
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{
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curB->si.wallState[EWallParts::UPPER_TOWER] = EWallState::NONE;
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curB->si.wallState[EWallParts::BOTTOM_TOWER] = EWallState::NONE;
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}
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}
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