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Restore AI controlled player for client disconnection
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@@ -348,7 +348,7 @@ void PlayerEndsGame::applyCl(CClient *cl)
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void PlayerReinitInterface::applyCl(CClient * cl)
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void PlayerReinitInterface::applyCl(CClient * cl)
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{
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{
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auto & plSettings = CSH->si->getIthPlayersSettings(player);
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auto & plSettings = CSH->si->getIthPlayersSettings(player);
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if(!playerConnectionId)
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if(playerConnectionId == PlayerSettings::PLAYER_AI)
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{
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{
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plSettings.connectedPlayerIDs.clear();
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plSettings.connectedPlayerIDs.clear();
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cl->initPlayerEnvironments();
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cl->initPlayerEnvironments();
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@@ -369,11 +369,10 @@ DLL_LINKAGE void PlayerReinitInterface::applyGs(CGameState *gs)
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{
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{
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if(!gs || !gs->scenarioOps)
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if(!gs || !gs->scenarioOps)
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return;
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return;
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//auto & playerState = gs->players[player];
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//playerState.daysWithoutCastle = daysWithoutCastle;
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//TODO: what does mean if more that one player connected?
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//TODO: what does mean if more that one player connected?
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//gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
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if(playerConnectionId == PlayerSettings::PLAYER_AI)
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gs->scenarioOps->getIthPlayersSettings(player).connectedPlayerIDs.clear();
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}
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}
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DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
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DLL_LINKAGE void RemoveBonus::applyGs(CGameState *gs)
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