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(svn r19688) -Codechange: run CheckCaches after the debug desync save, so we don't store just reset values in the savegame but the data from the previous tick
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@ -1204,8 +1204,6 @@ void StateGameLoop()
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CallWindowTickEvent();
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CallWindowTickEvent();
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NewsLoop();
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NewsLoop();
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} else {
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} else {
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CheckCaches();
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if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
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if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
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/* Save the desync savegame if needed. */
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/* Save the desync savegame if needed. */
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char name[MAX_PATH];
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char name[MAX_PATH];
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@ -1213,6 +1211,8 @@ void StateGameLoop()
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
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}
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}
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CheckCaches();
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/* All these actions has to be done from OWNER_NONE
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/* All these actions has to be done from OWNER_NONE
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* for multiplayer compatibility */
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* for multiplayer compatibility */
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CompanyID old_company = _current_company;
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CompanyID old_company = _current_company;
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