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https://github.com/wesnoth/wesnoth
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Rename unit::new_level() to unit::new_scenario()
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@ -425,7 +425,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(const std::vector<config*>& st
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if(player) {
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if(player) {
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LOG_NG << "Added unit " << un->second.id() << ", " << un->second.name() << "\n";
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LOG_NG << "Added unit " << un->second.id() << ", " << un->second.name() << "\n";
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un->second.new_turn();
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un->second.new_turn();
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un->second.new_level();
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un->second.new_scenario();
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player->available_units.push_back(un->second);
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player->available_units.push_back(un->second);
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}
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}
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}
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}
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@ -908,7 +908,7 @@ void unit::end_turn()
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// Clear interrupted move
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// Clear interrupted move
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set_interrupted_move(map_location());
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set_interrupted_move(map_location());
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}
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}
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void unit::new_level()
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void unit::new_scenario()
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{
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{
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ai_special_ = "";
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ai_special_ = "";
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@ -143,7 +143,7 @@ public:
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void unit_hold_position() { hold_position_ = end_turn_ = true; }
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void unit_hold_position() { hold_position_ = end_turn_ = true; }
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void new_turn();
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void new_turn();
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void end_turn();
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void end_turn();
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void new_level();
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void new_scenario();
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/** Called on every draw */
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/** Called on every draw */
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void refresh(const game_display& disp,const map_location& loc) {
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void refresh(const game_display& disp,const map_location& loc) {
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if (state_ == STATE_FORGET && anim_ && anim_->animation_finished_potential()) {
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if (state_ == STATE_FORGET && anim_ && anim_->animation_finished_potential()) {
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