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Version for development release 0.73c
* version set to 0.73c, bumped save format version, updated changelog * new stack queue for higher resolutions (needs new graphics!) * improved stack ordering during battle * many minor fixes * temporarily disabled AI
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@@ -1085,22 +1085,7 @@ void CPlayerInterface::actionFinished(const BattleAction* action)
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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delete curAction;
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curAction = NULL;
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//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
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{
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battleInt->activate();
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}
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if(action->actionType == 1)
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{
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if(action->side)
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battleInt->defendingHero->setPhase(0);
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else
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battleInt->attackingHero->setPhase(0);
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}
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if(action->actionType == 2 && battleInt->creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
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{
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battleInt->pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(battleInt, action->stackNumber, action->destinationTile), false));
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}
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battleInt->endAction(action);
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}
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BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn of that stack
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