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RMG will now actually use all the settings from pregame. Till now it did not.
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@ -881,6 +881,9 @@ void CSelectionScreen::startScenario()
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if(sInfo.mapGenOptions)
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{
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//copy settings from interface to actual options. TODO: refactor, it used to have no effect at all -.-
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sInfo.mapGenOptions = std::shared_ptr<CMapGenOptions>(new CMapGenOptions(randMapTab->getMapGenOptions()));
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// Update player settings for RMG
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for(const auto & psetPair : sInfo.playerInfos)
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{
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@ -177,6 +177,9 @@ const std::map<std::string, CRmgTemplate *> & CMapGenOptions::getAvailableTempla
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void CMapGenOptions::finalize(CRandomGenerator & rand)
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{
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logGlobal->infoStream() << boost::format ("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d")
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% playerCount % teamCount % compOnlyPlayerCount % compOnlyTeamCount % waterContent % monsterStrength;
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if(!mapTemplate)
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{
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mapTemplate = getPossibleTemplate(rand);
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