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Fix arrow tower destruction mechanics
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@ -2905,9 +2905,13 @@ std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) co
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switch (state)
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{
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case EWallState::INTACT : return 1;
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case EWallState::DAMAGED : return 2;
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case EWallState::DAMAGED :
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if(what == 2 || what == 3 || what == 8) // towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
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return 1;
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else
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return 2;
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case EWallState::DESTROYED :
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if (what == 2 || what == 3 || what == 8) // towers don't have separate image here
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if (what == 2 || what == 3 || what == 8)
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return 2;
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else
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return 3;
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@ -4362,7 +4362,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
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logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
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//removing creatures in turrets / keep if one is destroyed
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if (attack.damageDealt > 0 && (attackedPart == EWallPart::KEEP ||
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if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP ||
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attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
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{
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int posRemove = -1;
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