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https://github.com/wesnoth/wesnoth
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remove tgame_mode::LINGER_SP and tgame_mode::LINGER_MP
they already had the same effect so i merged both options into just tgame_mode::LINGER
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@ -214,8 +214,7 @@ public:
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*/
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*/
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enum tgame_mode {
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enum tgame_mode {
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RUNNING, /**< no linger overlay, show fog and shroud. */
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RUNNING, /**< no linger overlay, show fog and shroud. */
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LINGER_SP, /**< linger overlay, show fog and shroud. */
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LINGER }; /**< linger overlay, show fog and shroud. */
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LINGER_MP }; /**< linger overlay, show fog and shroud. */
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void set_game_mode(const tgame_mode game_mode);
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void set_game_mode(const tgame_mode game_mode);
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@ -238,7 +238,7 @@ void playmp_controller::linger()
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linger_ = true;
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linger_ = true;
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// If we need to set the status depending on the completion state
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// If we need to set the status depending on the completion state
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// we're needed here.
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// we're needed here.
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gui_->set_game_mode(game_display::LINGER_MP);
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gui_->set_game_mode(game_display::LINGER);
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// End all unit moves
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// End all unit moves
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gamestate().board_.set_all_units_user_end_turn();
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gamestate().board_.set_all_units_user_end_turn();
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@ -452,7 +452,7 @@ void playsingle_controller::linger()
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// If we need to set the status depending on the completion state
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// If we need to set the status depending on the completion state
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// the key to it is here.
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// the key to it is here.
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gui_->set_game_mode(game_display::LINGER_SP);
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gui_->set_game_mode(game_display::LINGER);
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// change the end-turn button text to its alternate label
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// change the end-turn button text to its alternate label
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gui_->get_theme().refresh_title2("button-endturn", "title2");
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gui_->get_theme().refresh_title2("button-endturn", "title2");
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