Backported: Fixed MP saves to transfer correct completion state...
...to remote clients when loadin game (bug #10385)
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@ -16,6 +16,8 @@ Version 1.4.4+svn:
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* Fixed crash when ai moves units next to level 0 hiden unit (bug #12252)
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* Fixed loading ai parameters. MP side defination now overwrites
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era values (bug #12171)
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* Fixed MP saves to transfer correct completion state to remote clients
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when loadin game (bug #10385)
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Version 1.4.4:
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* language and i18n:
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@ -859,6 +859,7 @@ private:
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sound::write_music_play_list(start);
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write_game(gamestate_, start, WRITE_SNAPSHOT_ONLY);
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start["completion"] = gamestate_.completion;
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/*
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// 29.11.07, YogiHH: I can't see why this is needed at all and it
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@ -1472,6 +1472,7 @@ void connect::load_game()
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level_["map_data"] = start_data["map_data"];
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level_["id"] = start_data["id"];
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level_["name"] = start_data["name"];
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level_["completion"] = start_data["completion"];
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// Probably not needed.
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level_["turn"] = start_data["turn_at"];
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level_["turn_at"] = start_data["turn_at"];
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@ -117,6 +117,7 @@ void level_to_gamestate(config& level, game_state& state, bool saved_game)
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level["campaign_type"] = "multiplayer";
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state.campaign_type = "multiplayer";
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state.completion = level["completion"];
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state.version = level["version"];
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const config* const vars = level.child("variables");
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