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Integrated CClientState into GameEngine class
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@@ -209,12 +209,12 @@ void ApplyOnLobbyScreenNetPackVisitor::visitLobbyUpdateState(LobbyUpdateState &
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{
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auto bonusSel = std::make_shared<CBonusSelection>();
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lobby->bonusSel = bonusSel;
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if(!handler.si->campState->conqueredScenarios().size() && !handler.si->campState->getIntroVideo().empty() && CCS->videoh->open(handler.si->campState->getIntroVideo(), 1))
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if(!handler.si->campState->conqueredScenarios().size() && !handler.si->campState->getIntroVideo().empty() && ENGINE->video().open(handler.si->campState->getIntroVideo(), 1))
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{
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CCS->musich->stopMusic();
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ENGINE->music().stopMusic();
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ENGINE->windows().createAndPushWindow<VideoWindow>(handler.si->campState->getIntroVideo(), handler.si->campState->getVideoRim().empty() ? ImagePath::builtin("INTRORIM") : handler.si->campState->getVideoRim(), false, 1, [bonusSel](bool skipped){
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if(!CSH->si->campState->getMusic().empty())
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CCS->musich->playMusic(CSH->si->campState->getMusic(), true, false);
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ENGINE->music().playMusic(CSH->si->campState->getMusic(), true, false);
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ENGINE->windows().pushWindow(bonusSel);
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});
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}
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