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Fixed battles for network MP.
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@ -1102,6 +1102,8 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
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{
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ObjectConstruction h__l__p(this);
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if(!curInt) curInt = LOCPLINT; //may happen when we are defending during network MP game
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animsAreDisplayed.setn(false);
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pos = myRect;
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strongInterest = true;
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@ -2916,7 +2918,8 @@ void CBattleInterface::activateStack()
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stackToActivate = -1;
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myTurn = true;
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curInt = attackerInt->playerID == LOCPLINT->cb->battleGetStackByID(activeStack)->owner ? attackerInt : defenderInt;
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if(attackerInt && defenderInt) //hotseat -> need to pick which interface "takes over" as active
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curInt = attackerInt->playerID == LOCPLINT->cb->battleGetStackByID(activeStack)->owner ? attackerInt : defenderInt;
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queue->update();
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redrawBackgroundWithHexes(activeStack);
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