move scenario hash generation to expand_scenario
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2 changed files with 3 additions and 3 deletions
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@ -373,9 +373,6 @@ LEVEL_RESULT play_game(game_display& disp, saved_game& gamestate,
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if (io_type == IO_SERVER && gamestate.valid()) {
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//note that although starting_pos is const it might be changed by gamestate.some_non_const_operation() .
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const config& starting_pos = gamestate.get_starting_pos();
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// A hash have to be generated using an unmodified
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// scenario data.
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gamestate.mp_settings().hash = starting_pos.hash();
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//We don't merge WML until start of next scenario, but if we want to allow user to disable MP ui in transition,
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//then we have to move "allow_new_game" attribute over now.
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@ -215,6 +215,9 @@ void saved_game::expand_scenario()
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{
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this->starting_pos_type_ = STARTINGPOS_SCENARIO;
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this->starting_pos_ = scenario;
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// A hash has to be generated using an unmodified scenario data.
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mp_settings_.hash = scenario.hash();
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update_label();
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//Set this default value immideately after reading the scenario is importent because otherwise
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