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Removed the crutches for unit attack bugs - we want to figure them out!
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3a2b8453d5
commit
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@ -208,15 +208,10 @@ class BattleTable(val worldScreen: WorldScreen): Table() {
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else {
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else {
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attackButton.onClick {
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attackButton.onClick {
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try {
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Battle.moveAndAttack(attacker, attackableTile)
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Battle.moveAndAttack(attacker, attackableTile)
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worldScreen.mapHolder.unitActionOverlay?.remove() // the overlay was one of attacking
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worldScreen.mapHolder.unitActionOverlay?.remove() // the overlay was one of attacking
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worldScreen.shouldUpdate = true
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worldScreen.shouldUpdate = true
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}
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}
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catch (ex:Exception){
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openBugReportPopup()
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}
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}
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}
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}
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add(attackButton).colspan(2)
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add(attackButton).colspan(2)
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@ -285,15 +280,9 @@ class BattleTable(val worldScreen: WorldScreen): Table() {
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}
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}
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else {
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else {
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attackButton.onClick {
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attackButton.onClick {
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try {
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Battle.nuke(attacker, targetTile)
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Battle.nuke(attacker, targetTile)
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worldScreen.mapHolder.unitActionOverlay?.remove() // the overlay was one of attacking
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worldScreen.mapHolder.unitActionOverlay?.remove() // the overlay was one of attacking
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worldScreen.shouldUpdate = true
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worldScreen.shouldUpdate = true
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}
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catch (ex:Exception){
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openBugReportPopup()
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}
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}
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}
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}
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}
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