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(svn r20038) -Change: move SafeSaveOrLoad a bit
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@ -853,6 +853,38 @@ void StartupCompanies();
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void StartupDisasters();
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extern void StartupEconomy();
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/**
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* Load the specified savegame but on error do different things.
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* If loading fails due to corrupt savegame, bad version, etc. go back to
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* a previous correct state. In the menu for example load the intro game again.
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* @param filename file to be loaded
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* @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
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* @param newgm switch to this mode of loading fails due to some unknown error
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* @param subdir default directory to look for filename, set to 0 if not needed
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*/
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bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
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{
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GameMode ogm = _game_mode;
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_game_mode = newgm;
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assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
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switch (SaveOrLoad(filename, mode, subdir)) {
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case SL_OK: return true;
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case SL_REINIT:
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switch (ogm) {
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default:
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case GM_MENU: LoadIntroGame(); break;
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case GM_EDITOR: MakeNewEditorWorld(); break;
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}
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return false;
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default:
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_game_mode = ogm;
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return false;
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}
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}
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/**
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* Start Scenario starts a new game based on a scenario.
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* Eg 'New Game' --> select a preset scenario
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@ -900,37 +932,6 @@ static void StartScenario()
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MarkWholeScreenDirty();
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}
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/** Load the specified savegame but on error do different things.
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* If loading fails due to corrupt savegame, bad version, etc. go back to
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* a previous correct state. In the menu for example load the intro game again.
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* @param filename file to be loaded
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* @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
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* @param newgm switch to this mode of loading fails due to some unknown error
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* @param subdir default directory to look for filename, set to 0 if not needed
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*/
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bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
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{
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GameMode ogm = _game_mode;
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_game_mode = newgm;
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assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
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switch (SaveOrLoad(filename, mode, subdir)) {
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case SL_OK: return true;
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case SL_REINIT:
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switch (ogm) {
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default:
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case GM_MENU: LoadIntroGame(); break;
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case GM_EDITOR: MakeNewEditorWorld(); break;
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}
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return false;
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default:
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_game_mode = ogm;
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return false;
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}
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}
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void SwitchToMode(SwitchMode new_mode)
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{
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#ifdef ENABLE_NETWORK
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