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All battle effects are now fully client sided
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@ -707,7 +707,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
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BATTLE_EVENT_POSSIBLE_RETURN;
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}
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void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects)
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void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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@ -747,8 +747,6 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
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break;
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}
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}
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battleInt->effectsController->displayCustomEffects(customEffects);
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}
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void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
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@ -962,15 +960,12 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
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info.attacker = attacker;
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info.damageDealt = elem.damageAmount;
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info.amountKilled = elem.killedAmount;
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info.battleEffect = EBattleEffect::INVALID;
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info.spellEffect = SpellID::NONE;
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info.indirectAttack = ranged;
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info.killed = elem.killed();
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info.rebirth = elem.willRebirth();
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info.cloneKilled = elem.cloneKilled();
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if(elem.isEffect() && !elem.isSecondary())
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info.battleEffect = EBattleEffect::EBattleEffect(elem.effect);
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info.fireShield = elem.fireShield();
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if (elem.isSpell())
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info.spellEffect = elem.spellID;
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