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@ -808,7 +808,11 @@ CGameState::~CGameState()
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BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town)
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{
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int terrain = map->getTile(tile).tertype;
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const TerrainTile &t = map->getTile(tile);
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int terrain = t.tertype;
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if(t.isCoastal() && !t.isWater())
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terrain = TerrainTile::sand;
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int terType = battleGetBattlefieldType(tile);
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return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
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}
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@ -1623,6 +1627,9 @@ int CGameState::battleGetBattlefieldType(int3 tile)
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}
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}
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if(!t.isWater() && t.isCoastal())
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return 1; //sand/beach
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switch(t.tertype)
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{
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case TerrainTile::dirt:
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