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* server sends confirmation (given later to player interface) after applying request (will be needed for AI)
* created new package for injuring multiple units - needed for area spells (not tested) * proper screen updating on garrison change * spell effects will be removed when they time out * Corpse (Skeleton) will be accessible from all directions * new objects supported: - Corpse - Lean To - Wagon - Warrior's Tomb * several minor improvements
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@@ -448,6 +448,16 @@ DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
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s->state -= MOVED;
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s->state -= HAD_MORALE;
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s->counterAttacks = 1;
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//remove effects and restore only those with remaining turns in duration
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std::vector<CStack::StackEffect> tmpEffects = s->effects;
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s->effects.clear();
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for(int i=0; i < tmpEffects.size(); i++)
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{
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tmpEffects[i].turnsRemain--;
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if(tmpEffects[i].turnsRemain > 0)
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s->effects.push_back(tmpEffects[i]);
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}
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}
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}
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@@ -545,6 +555,12 @@ DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
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}
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}
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DLL_EXPORT void StacksInjured::applyGs( CGameState *gs )
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{
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BOOST_FOREACH(BattleStackAttacked stackAttacked, stacks)
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stackAttacked.applyGs(gs);
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}
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DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
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{
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gs->currentPlayer = player;
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