don't set current_player for ai sides when loading side users.
makes the code more robust against https://gna.org/bugs/?22968 but i'm not sure whether it is really needed.
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@ -815,7 +815,7 @@ void connect_engine::load_previous_sides_users(LOAD_USERS load_users)
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utils::map_split(level_.child("multiplayer")["side_users"]);
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BOOST_FOREACH(side_engine_ptr side, side_engines_) {
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const std::string& save_id = side->save_id();
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if (side_users.find(save_id) != side_users.end()) {
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if (side_users.find(save_id) != side_users.end() && side->controller() != CNTR_COMPUTER) {
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side->set_current_player(side_users[save_id]);
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if (load_users == RESERVE_USERS) {
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