--- /usr/local/src/vcmi/trunk/client/BattleInterface/CBattleInterface.h	2012-05-28 11:16:13.141719235 +0300
+++ client/BattleInterface/CBattleInterface.h	2012-05-28 10:51:30.000000000 +0300
@@ -217,7 +217,7 @@
 
 	std::vector<CClickableHex> bfield; //11 lines, 17 hexes on each
 	//std::vector< CBattleObstacle * > obstacles; //vector of obstacles on the battlefield
-	SDL_Surface * cellBorder, * cellShade;
+	SDL_Surface * cellBorder, * cellShade, * cellEnemyShade;
 	CondSh<BattleAction *> *givenCommand; //data != NULL if we have i.e. moved current unit
 	bool myTurn; //if true, interface is active (commands can be ordered)
 	CBattleResultWindow * resWindow; //window of end of battle
--- /usr/local/src/vcmi/trunk/client/BattleInterface/CBattleInterface.cpp	2012-05-28 11:16:13.141719235 +0300
+++ client/BattleInterface/CBattleInterface.cpp	2012-05-28 11:12:28.000000000 +0300
@@ -267,6 +267,8 @@
 	CSDL_Ext::alphaTransform(cellBorder);
 	cellShade = BitmapHandler::loadBitmap("CCELLSHD.BMP");
 	CSDL_Ext::alphaTransform(cellShade);
+	cellEnemyShade = BitmapHandler::loadBitmap("CCELLSH2.BMP");
+	CSDL_Ext::alphaTransform(cellEnemyShade);
 	for(int h = 0; h < bfield.size(); ++h)
 	{
 		bfield[h].myNumber = h;
@@ -419,6 +421,7 @@
 
 	SDL_FreeSurface(cellBorder);
 	SDL_FreeSurface(cellShade);
+	SDL_FreeSurface(cellEnemyShade);
 
 	for(std::map< int, CCreatureAnimation * >::iterator g=creAnims.begin(); g!=creAnims.end(); ++g)
 		delete g->second;
@@ -646,8 +649,8 @@
 						{
 							int x = 14 + ((hex / GameConstants::BFIELD_WIDTH ) % 2 == 0 ? 22 : 0) + 44 * (hex % GameConstants::BFIELD_WIDTH) + pos.x;
 							int y = 86 + 42 * (hex / GameConstants::BFIELD_WIDTH) + pos.y;
-							SDL_Rect temp_rect = genRect (cellShade->h, cellShade->w, x, y);
-							CSDL_Ext::blit8bppAlphaTo24bpp (cellShade, NULL, to, &temp_rect);
+							SDL_Rect temp_rect = genRect (cellEnemyShade->h, cellEnemyShade->w, x, y);
+							CSDL_Ext::blit8bppAlphaTo24bpp (cellEnemyShade, NULL, to, &temp_rect);
 						}
 					}
 				}
