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Filesystem handling is now more flexible
- removed CResourceLoader class in favor of one that implements resource loader interface - removed global pool of files, in favour of more dynamic approach - renamed some files to match current situation All these changes are needed mostly for future mod manager + .zip support
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@@ -226,12 +226,12 @@ void CClient::loadGame( const std::string & fname )
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CStopWatch tmh;
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try
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{
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std::string clientSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
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std::string clientSaveName = *CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
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std::string controlServerSaveName;
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if (CResourceHandler::get()->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
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{
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controlServerSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
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controlServerSaveName = *CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
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}
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else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
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{
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