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@@ -2080,8 +2080,11 @@ void CPlayerInterface::battleSpellCasted(SpellCasted *sc)
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}
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void CPlayerInterface::battleStackAttacked(BattleStackAttacked * bsa)
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{
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- battleInt->displayEffect(bsa->effect, cb->battleGetStackByID(bsa->stackAttacked)->position, cb->battleGetStackByID(bsa->stackAttacked)->attackerOwned);
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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+ if(bsa->isEffect())
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+ {
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+ battleInt->displayEffect(bsa->effect, cb->battleGetStackByID(bsa->stackAttacked)->position, cb->battleGetStackByID(bsa->stackAttacked)->attackerOwned);
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+ }
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if(bsa->killed())
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battleInt->stackKilled(bsa->stackAttacked, bsa->damageAmount, bsa->killedAmount, -1, false);
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else
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@@ -2094,10 +2097,10 @@ void CPlayerInterface::battleAttack(BattleAttack *ba)
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battleInt->stackIsShooting(ba->stackAttacking,cb->battleGetPos(ba->bsa.stackAttacked));
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else
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battleInt->stackAttacking( ba->stackAttacking, ba->counter() ? curAction->destinationTile : curAction->additionalInfo );
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- if(ba->killed())
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+ /*if(ba->killed())
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battleInt->stackKilled(ba->bsa.stackAttacked, ba->bsa.damageAmount, ba->bsa.killedAmount, ba->stackAttacking, ba->shot());
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else
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- battleInt->stackIsAttacked(ba->bsa.stackAttacked, ba->bsa.damageAmount, ba->bsa.killedAmount, ba->stackAttacking, ba->shot());
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+ battleInt->stackIsAttacked(ba->bsa.stackAttacked, ba->bsa.damageAmount, ba->bsa.killedAmount, ba->stackAttacking, ba->shot());*/
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}
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void CPlayerInterface::showComp(SComponent comp)
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{
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