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(svn r2005) - Fix: fix previous commit. Using 'New Game (scenario)' will use YOUR difficulty settings but ingame options (eg townnames, currency). Also settings are correctly saved when closing the difficulty window now.
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@@ -483,7 +483,7 @@ static void GameDifficultyWndProc(Window *w, WindowEvent *e)
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for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) {
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val = ((int*)&_opt_mod_temp.diff)[btn];
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// if setting has changed, change it
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if (val != ((int*)&_opt_mod_temp.diff)[btn])
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if (val != ((int*)&_opt_ptr->diff)[btn])
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DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
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}
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DoCommandP(0, -1, _opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
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12
ttd.c
12
ttd.c
@@ -789,8 +789,7 @@ void StartupDisasters(void);
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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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* This starts a scenario based on your current difficulty settings just
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* fix the landscape as that can be different from what is selected in the intro
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* This starts a scenario based on your current difficulty settings
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*/
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static void StartScenario(void)
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{
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@@ -818,12 +817,9 @@ static void StartScenario(void)
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ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
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}
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{
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byte landscape = _opt.landscape; // backup loaded landscape;
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_opt_ptr = &_opt;
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memcpy(_opt_ptr, &_opt_newgame, sizeof(GameOptions));
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_opt_ptr->landscape = landscape;
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}
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_opt_ptr = &_opt;
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memcpy(&_opt_ptr->diff, &_opt_newgame.diff, sizeof(GameDifficulty));
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_opt.diff_level = _opt_newgame.diff_level;
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// Inititalize data
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StartupPlayers();
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