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Made sortMaps clearer.
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@@ -2373,16 +2373,21 @@ void CPreGame::quitAskBox()
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{
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{
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showAskBox("\"{} Are you sure you want to quit?\"",NULL,NULL);
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showAskBox("\"{} Are you sure you want to quit?\"",NULL,NULL);
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}
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}
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// Sort the maps on the new key (map size, map name, ...)
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void CPreGame::sortMaps()
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void CPreGame::sortMaps()
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{
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{
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std::sort(ourScenSel->mapsel.selMaps.begin(),ourScenSel->mapsel.selMaps.end(),mapSorter(_name));
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std::vector<CMapInfo*> &sm = ourScenSel->mapsel.selMaps;
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if(ourScenSel->mapsel.sortBy != _name)
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std::stable_sort(ourScenSel->mapsel.selMaps.begin(),ourScenSel->mapsel.selMaps.end(),mapSorter(ourScenSel->mapsel.sortBy));
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std::sort(sm.begin(), sm.end(), mapSorter(_name));
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if (ourScenSel->mapsel.sortBy != _name)
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std::stable_sort(sm.begin(), sm.end(),mapSorter(ourScenSel->mapsel.sortBy));
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ourScenSel->mapsel.select(0,false,true);
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ourScenSel->mapsel.select(0,false,true);
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ourScenSel->mapsel.slid->whereAreWe=0;
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ourScenSel->mapsel.slid->whereAreWe=0;
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ourScenSel->mapsel.slid->updateSlid();
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ourScenSel->mapsel.slid->updateSlid();
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printMapsFrom(0);
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printMapsFrom(0);
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}
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}
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void CPreGame::setTurnLength(int on)
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void CPreGame::setTurnLength(int on)
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{
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{
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int min;
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int min;
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