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* a bit of work on campaigns
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3f95ba8ac8
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@ -774,12 +774,12 @@ static void listenForEvents()
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}*/
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case RETURN_TO_MAIN_MENU:
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{
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auto mode = client->getStartInfo()->mode;
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endGame();
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if(mode == StartInfo::CAMPAIGN)
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GH.pushInt( new CBonusSelection(NULL) );
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StartInfo si = *client->getStartInfo();
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if(si.mode == StartInfo::CAMPAIGN)
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GH.pushInt( new CBonusSelection(si.campSt) );
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else
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{
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endGame();
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CGPreGame::create();
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GH.curInt = CGP;
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GH.defActionsDef = 63;
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@ -410,6 +410,7 @@ void CCampaignState::initNewCampaign( const StartInfo &si )
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{
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assert(si.mode == StartInfo::CAMPAIGN);
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campaignName = si.mapname;
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currentMap = si.campSt->currentMap;
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camp = CCampaignHandler::getCampaign(campaignName);
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for (ui8 i = 0; i < camp->mapPieces.size(); i++)
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