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fixup end_level_data
made is_victory persistent
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@ -29,6 +29,7 @@ end_level_data::end_level_data()
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: prescenario_save(true)
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, replay_save(true)
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, proceed_to_next_level(false)
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, is_victory(true)
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, transient()
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{
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}
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@ -38,6 +39,7 @@ void end_level_data::write(config& cfg) const
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cfg["prescenario_save"] = prescenario_save;
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cfg["replay_save"] = replay_save;
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cfg["proceed_to_next_level"] = proceed_to_next_level;
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cfg["is_victory"] = is_victory;
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}
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void end_level_data::read(const config& cfg)
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@ -45,4 +47,5 @@ void end_level_data::read(const config& cfg)
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prescenario_save = cfg["prescenario_save"].to_bool(true);
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replay_save = cfg["replay_save"].to_bool(true);
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proceed_to_next_level = cfg["proceed_to_next_level"].to_bool(true);
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is_victory = cfg["is_victory"].to_bool(true);
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}
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@ -180,7 +180,7 @@ struct end_level_data
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bool prescenario_save; /**< Should a prescenario be created the next game? */
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bool replay_save; /**< Should a replay save be made? */
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bool proceed_to_next_level; /**< whether to proceed to the next scenario, equals (res == VICTORY) in sp. We need to save this in saves during linger mode. > */
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bool proceed_to_next_level; /**< whether to proceed to the next scenario, equals is_victory in sp. We need to save this in saves during linger mode. > */
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transient_end_level transient;
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bool is_victory;
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void write(config& cfg) const;
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