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More fixes for campaigns.
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17755caa10
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@ -498,6 +498,10 @@ void CGPreGame::disposeGraphics()
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void CGPreGame::update()
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{
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boost::unique_lock<boost::recursive_mutex> lock(*CPlayerInterface::pim);
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if(CGP != this) //don't update if you are not a main interface
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return;
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if (GH.listInt.empty())
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{
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GH.pushInt(this);
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@ -3565,10 +3569,10 @@ void CBonusSelection::startMap()
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{
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StartInfo *si = new StartInfo(sInfo);
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if (ourCampaign->mapsConquered.size())
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/*if (ourCampaign->mapsConquered.size())
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{
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GH.popInts(1);
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}
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}*/
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const CCampaignScenario & scenario = ourCampaign->camp->scenarios[ourCampaign->currentMap];
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tlog1 << "Starting scenario " << int(ourCampaign->currentMap) << "\n";
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@ -155,6 +155,7 @@ public:
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CCampaignState();
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CCampaignState(unique_ptr<CCampaign> _camp);
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~CCampaignState(){};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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