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The original comment about saving with fast-forward on was written 18 years ago, and predates lots of changes to how saveload work.
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@ -210,7 +210,6 @@ struct SaveLoadParams {
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StringID error_str; ///< the translatable error message to show
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char *extra_msg; ///< the error message
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uint16 game_speed; ///< The game speed when saving started.
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bool saveinprogress; ///< Whether there is currently a save in progress.
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};
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@ -2913,15 +2912,9 @@ static inline void ClearSaveLoadState()
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_sl.lf = nullptr;
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}
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/**
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* Update the gui accordingly when starting saving
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* and set locks on saveload. Also turn off fast-forward cause with that
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* saving takes Aaaaages
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*/
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/** Update the gui accordingly when starting saving and set locks on saveload. */
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static void SaveFileStart()
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{
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_sl.game_speed = _game_speed;
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_game_speed = 100;
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SetMouseCursorBusy(true);
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InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_START);
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@ -2931,7 +2924,6 @@ static void SaveFileStart()
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/** Update the gui accordingly when saving is done and release locks on saveload. */
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static void SaveFileDone()
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{
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if (_game_mode != GM_MENU) _game_speed = _sl.game_speed;
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SetMouseCursorBusy(false);
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InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_FINISH);
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