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Merge pull request #1778 from rilian-la-te/fix-obstacle-removal-mechanincs
Fix landmines staying on battlefield after trigger
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commit
e3b5db0ade
@ -308,8 +308,6 @@ public:
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RESET_STATE,
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UPDATE,
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REMOVE,
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ACTIVATE_AND_UPDATE,
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ACTIVATE_AND_REMOVE
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};
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JsonNode data;
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@ -2398,7 +2398,6 @@ void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
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case BattleChanges::EOperation::ADD:
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battleState->addObstacle(change);
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break;
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case BattleChanges::EOperation::ACTIVATE_AND_UPDATE:
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case BattleChanges::EOperation::UPDATE:
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battleState->updateObstacle(change);
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break;
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@ -5335,9 +5335,9 @@ bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackI
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ObstacleChanges changeInfo;
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changeInfo.id = spellObstacle->uniqueID;
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if (oneTimeObstacle)
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changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
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changeInfo.operation = ObstacleChanges::EOperation::REMOVE;
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else
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changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
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changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
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SpellCreatedObstacle changedObstacle;
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changedObstacle.uniqueID = spellObstacle->uniqueID;
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