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Implemented connecting to server via proxy
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@ -361,7 +361,7 @@ void CMainMenu::update()
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void CMainMenu::openLobby(ESelectionScreen screenType, bool host, const std::vector<std::string> & names, ELoadMode loadMode)
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{
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CSH->resetStateForLobby(screenType == ESelectionScreen::newGame ? EStartMode::NEW_GAME : EStartMode::LOAD_GAME, screenType, names);
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CSH->resetStateForLobby(screenType == ESelectionScreen::newGame ? EStartMode::NEW_GAME : EStartMode::LOAD_GAME, screenType, EServerMode::LOCAL, names);
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CSH->loadMode = loadMode;
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GH.windows().createAndPushWindow<CSimpleJoinScreen>(host);
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@ -376,7 +376,7 @@ void CMainMenu::openCampaignLobby(const std::string & campaignFileName, std::str
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void CMainMenu::openCampaignLobby(std::shared_ptr<CampaignState> campaign)
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{
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CSH->resetStateForLobby(EStartMode::CAMPAIGN, ESelectionScreen::campaignList, {});
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CSH->resetStateForLobby(EStartMode::CAMPAIGN, ESelectionScreen::campaignList, EServerMode::LOCAL, {});
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CSH->campaignStateToSend = campaign;
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GH.windows().createAndPushWindow<CSimpleJoinScreen>();
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}
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