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fix #12943, suggested by silene after we finally managed to isolate its cause
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@ -50,6 +50,7 @@ CVS HEAD:
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* Turkish
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* slow now affects units with 2 or more attacks (not just 1 remaining)
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* slow now works with berserk and is cumulative across berserk rounds
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* fix replays with idle_ai, as seen in user scenario Rebellion (#12943)
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* various bug fixes and code cleanups
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Version 0.9.1:
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@ -877,9 +877,6 @@ void ai::do_move()
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move_leader_after_recruit(enemy_dstsrc);
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}
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}
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recorder.end_turn();
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sync_network();
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}
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bool ai::do_combat(std::map<gamemap::location,paths>& possible_moves, const move_map& srcdst, const move_map& dstsrc, const move_map& enemy_srcdst, const move_map& enemy_dstsrc)
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@ -645,6 +645,8 @@ redo_turn:
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ai_interface::info ai_info(gui,map,gameinfo,units,teams,player_number,status,turn_data);
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util::scoped_ptr<ai_interface> ai_obj(create_ai(team_it->ai_algorithm(),ai_info));
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ai_obj->play_turn();
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recorder.end_turn();
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ai_obj->sync_network();
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gui.recalculate_minimap();
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clear_shroud(gui,status,map,gameinfo,units,teams,player_number-1);
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