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Cleanup
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75b93b070d
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@ -882,7 +882,7 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
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{
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const CStack *defender = cb->battleGetStackByID(elem.stackAttacked, false);
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const CStack *attacker = cb->battleGetStackByID(elem.attackerID, false);
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if(elem.isEffect() && elem.effect != 12) //and not armageddon
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if(elem.isEffect())
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{
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if (defender && !elem.isSecondary())
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battleInt->displayEffect(elem.effect, defender->position);
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@ -897,11 +897,6 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
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arg.push_back(to_put);
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}
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if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
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{
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battleInt->displayEffect(bsa.begin()->effect, -1);
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}
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battleInt->stacksAreAttacked(arg);
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}
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void CPlayerInterface::battleAttack(const BattleAttack *ba)
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@ -546,13 +546,6 @@ void DefaultSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env,
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continue;
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BattleStackAttacked bsa;
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if((parameters.destination > -1 && (attackedCre)->coversPos(parameters.destination)) || (owner->getLevelInfo(parameters.spellLvl).range == "X" || parameters.mode == ECastingMode::ENCHANTER_CASTING))
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//display effect only upon primary target of area spell
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//FIXME: if no stack is attacked, there is no animation and interface freezes
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{
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bsa.flags |= BattleStackAttacked::EFFECT;
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bsa.effect = owner->mainEffectAnim;
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}
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if(spellDamage)
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bsa.damageAmount = spellDamage >> chainLightningModifier;
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else
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