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* CBonusSelection will now work on CCampaignState instead of CCampaign; unfortunately there seems to be no elegant way to move that state between bonus selection screen and CGameState::init, so it's not yet moved.
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@ -4233,16 +4233,4 @@ InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah )
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return *this;
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}
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void CCampaignState::initNewCampaign( const StartInfo &si )
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{
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assert(si.mode == 2);
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campaignName = si.mapname;
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currentMap = si.whichMapInCampaign;
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//check if campaign is in lod or not
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bool inLod = campaignName.find('/') == std::string::npos;
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camp = CCampaignHandler::getCampaign(campaignName, inLod); //TODO lod???
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for (ui8 i = 0; i < camp->mapPieces.size(); i++)
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mapsRemaining.push_back(i);
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}
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