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@@ -72,7 +72,7 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
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int frequency = (timers[player].turnTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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- && timers[player].turnTimer % frequency == 0)
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+ && timers[player].turnTimer / 100 * 100 % frequency == 0)
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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@@ -132,7 +132,7 @@ void TurnTimerHandler::onBattleNextStack(const CStack & stack)
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if(!player.isValidPlayer())
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return;
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- if(timers[player].battleTimer < si->turnTimerInfo.battleTimer)
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+ if(timers[player].battleTimer == 0)
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timers[player].battleTimer = timers[player].creatureTimer;
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timers[player].creatureTimer = si->turnTimerInfo.creatureTimer;
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@@ -177,7 +177,7 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
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? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
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if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
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- && tTimer.creatureTimer % frequency == 0)
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+ && (tTimer.creatureTimer / 100 * 100 % frequency) == 0)
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{
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TurnTimeUpdate ttu;
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ttu.player = state.color;
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