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fixed bug where loading a saved multiplayer game could cause an assertion failure
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@ -661,7 +661,7 @@ lobby::RESULT mp_connect::process()
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}
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if (combos_race_[n].changed()) {
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if (!save_ && combos_race_[n].changed()) {
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const string_map& values = possible_sides[combos_race_[n].selected()]->values;
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side["random_faction"] = "";
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for(string_map::const_iterator i = values.begin(); i != values.end(); ++i) {
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@ -670,13 +670,11 @@ lobby::RESULT mp_connect::process()
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}
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level_changed = true;
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assert(!save_);
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player_leaders_[n].update_leader_list(combos_race_[n].selected());
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}
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//Player leader
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if (combos_leader_[n].changed()) {
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assert(!save_);
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if (!save_ && combos_leader_[n].changed()) {
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std::stringstream str;
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str << (combos_team_[n].selected()+1);
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side["type"] = player_leaders_[n].get_leader();
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