- load game restore more game state
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@ -3619,6 +3619,115 @@ void Game::loadGame(string name,Program *programPtr,bool isMasterserverMode) {
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Game *newGame = new Game(programPtr, &newGameSettings, isMasterserverMode);
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Game *newGame = new Game(programPtr, &newGameSettings, isMasterserverMode);
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newGame->loadGameNode = gameNode;
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newGame->loadGameNode = gameNode;
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// newGame->mouse2d = gameNode->getAttribute("mouse2d")->getIntValue();
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// int mouseX;
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// newGame->mouseX = gameNode->getAttribute("mouseX")->getIntValue();
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// int mouseY; //coords win32Api
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// newGame->mouseY = gameNode->getAttribute("mouseY")->getIntValue();
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// Vec2i mouseCellPos;
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// newGame->mouseCellPos = Vec2i::strToVec2(gameNode->getAttribute("mouseCellPos")->getValue());
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// int updateFps, lastUpdateFps, avgUpdateFps;
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// int totalRenderFps, renderFps, lastRenderFps, avgRenderFps,currentAvgRenderFpsTotal;
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//Uint64 tickCount;
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newGame->tickCount = gameNode->getAttribute("tickCount")->getIntValue();
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//bool paused;
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newGame->paused = gameNode->getAttribute("paused")->getIntValue();
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//bool gameOver;
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newGame->gameOver = gameNode->getAttribute("gameOver")->getIntValue();
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//bool renderNetworkStatus;
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//bool showFullConsole;
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//bool mouseMoved;
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//float scrollSpeed;
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// newGame->scrollSpeed = gameNode->getAttribute("scrollSpeed")->getFloatValue();
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//bool camLeftButtonDown;
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//bool camRightButtonDown;
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//bool camUpButtonDown;
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//bool camDownButtonDown;
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//Speed speed;
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//gameNode->addAttribute("speed",intToStr(speed), mapTagReplacements);
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//GraphicMessageBox mainMessageBox;
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//GraphicMessageBox errorMessageBox;
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//misc ptr
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//ParticleSystem *weatherParticleSystem;
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// if(weatherParticleSystem != NULL) {
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// weatherParticleSystem->saveGame(gameNode);
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// }
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//GameSettings gameSettings;
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// gameSettings.saveGame(gameNode);
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//Vec2i lastMousePos;
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// gameNode->addAttribute("lastMousePos",lastMousePos.getString(), mapTagReplacements);
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//time_t lastRenderLog2d;
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// gameNode->addAttribute("lastRenderLog2d",intToStr(lastRenderLog2d), mapTagReplacements);
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//DisplayMessageFunction originalDisplayMsgCallback;
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//bool isFirstRender;
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// gameNode->addAttribute("isFirstRender",intToStr(isFirstRender), mapTagReplacements);
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//bool quitTriggeredIndicator;
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//int original_updateFps;
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// gameNode->addAttribute("original_updateFps",intToStr(original_updateFps), mapTagReplacements);
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//int original_cameraFps;
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// gameNode->addAttribute("original_cameraFps",intToStr(original_cameraFps), mapTagReplacements);
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//bool captureAvgTestStatus;
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// gameNode->addAttribute("captureAvgTestStatus",intToStr(captureAvgTestStatus), mapTagReplacements);
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//int updateFpsAvgTest;
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// gameNode->addAttribute("updateFpsAvgTest",intToStr(updateFpsAvgTest), mapTagReplacements);
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//int renderFpsAvgTest;
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// gameNode->addAttribute("renderFpsAvgTest",intToStr(renderFpsAvgTest), mapTagReplacements);
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//int renderExtraTeamColor;
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newGame->renderExtraTeamColor = gameNode->getAttribute("renderExtraTeamColor")->getIntValue();
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//static const int renderTeamColorCircleBit=1;
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//static const int renderTeamColorPlaneBit=2;
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//bool photoModeEnabled;
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//gameNode->addAttribute("photoModeEnabled",intToStr(photoModeEnabled), mapTagReplacements);
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newGame->photoModeEnabled = gameNode->getAttribute("photoModeEnabled")->getIntValue();
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//bool visibleHUD;
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//gameNode->addAttribute("visibleHUD",intToStr(visibleHUD), mapTagReplacements);
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newGame->visibleHUD = gameNode->getAttribute("visibleHUD")->getIntValue();
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//bool withRainEffect;
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//gameNode->addAttribute("withRainEffect",intToStr(withRainEffect), mapTagReplacements);
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newGame->withRainEffect = gameNode->getAttribute("withRainEffect")->getIntValue();
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//Program *program;
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//bool gameStarted;
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//gameNode->addAttribute("gameStarted",intToStr(gameStarted), mapTagReplacements);
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// newGame->gameStarted = gameNode->getAttribute("gameStarted")->getIntValue();
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//time_t lastMaxUnitCalcTime;
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//gameNode->addAttribute("lastMaxUnitCalcTime",intToStr(lastMaxUnitCalcTime), mapTagReplacements);
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//PopupMenu popupMenu;
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//PopupMenu popupMenuSwitchTeams;
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//std::map<int,int> switchTeamIndexMap;
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//GraphicMessageBox switchTeamConfirmMessageBox;
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//int exitGamePopupMenuIndex;
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//int joinTeamPopupMenuIndex;
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//int pauseGamePopupMenuIndex;
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//int keyboardSetupPopupMenuIndex;
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//GLuint statelist3dMenu;
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//ProgramState *currentUIState;
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//bool masterserverMode;
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//StrSound *currentAmbientSound;
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//time_t lastNetworkPlayerConnectionCheck;
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//gameNode->addAttribute("lastNetworkPlayerConnectionCheck",intToStr(lastNetworkPlayerConnectionCheck), mapTagReplacements);
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//time_t lastMasterServerGameStatsDump;
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//gameNode->addAttribute("lastMasterServerGameStatsDump",intToStr(lastMasterServerGameStatsDump), mapTagReplacements);
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newGame->gameCamera.loadGame(gameNode);
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newGame->gameCamera.loadGame(gameNode);
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const XmlNode *worldNode = gameNode->getChild("World");
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const XmlNode *worldNode = gameNode->getChild("World");
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