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Fix campaign serialization
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@@ -200,6 +200,8 @@ void CClient::newGame(CGameState * initializedGameState)
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void CClient::loadGame(CGameState * initializedGameState)
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{
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logNetwork->info("Loading procedure started!");
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std::unique_ptr<CLoadFile> loader;
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if(initializedGameState)
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{
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@@ -208,7 +210,6 @@ void CClient::loadGame(CGameState * initializedGameState)
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}
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else
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{
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std::unique_ptr<CLoadFile> loader;
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try
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{
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boost::filesystem::path clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(CSH->si->mapname, EResType::CLIENT_SAVEGAME));
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@@ -234,8 +235,6 @@ void CClient::loadGame(CGameState * initializedGameState)
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loadCommonState(checkingLoader);
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loader = checkingLoader.decay();
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}
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serialize(loader->serializer, loader->serializer.fileVersion);
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}
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catch(std::exception & e)
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{
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@@ -253,6 +252,9 @@ void CClient::loadGame(CGameState * initializedGameState)
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reinitScripting();
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initPlayerEnvironments();
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if(loader)
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serialize(loader->serializer, loader->serializer.fileVersion);
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initPlayerInterfaces();
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}
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