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Fix regressions in combat
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@ -405,9 +405,9 @@ void CStack::spendMana(ServerCallback * server, const int spellCost) const
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server->apply(ssp);
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}
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void CStack::postDeserialize(const CArmedInstance * army, const SlotID & extSlot)
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void CStack::postDeserialize(const CArmedInstance * army)
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{
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if(extSlot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
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if(slot == SlotID::COMMANDER_SLOT_PLACEHOLDER)
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{
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const auto * hero = dynamic_cast<const CGHeroInstance *>(army);
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assert(hero);
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@ -418,14 +418,13 @@ void CStack::postDeserialize(const CArmedInstance * army, const SlotID & extSlot
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//no external slot possible, so no base stack
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base = nullptr;
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}
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else if(!army || extSlot == SlotID() || !army->hasStackAtSlot(extSlot))
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else if(!army || slot == SlotID() || !army->hasStackAtSlot(slot))
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{
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base = nullptr;
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logGlobal->warn("%s doesn't have a base stack!", typeID.toEntity(LIBRARY)->getNameSingularTranslated());
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throw std::runtime_error(typeID.toEntity(LIBRARY)->getNameSingularTranslated() + " doesn't have a base stack!");
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}
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else
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{
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base = &army->getStack(extSlot);
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base = &army->getStack(slot);
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}
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doubleWideCached = battle::CUnitState::doubleWide();
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