forked from mirror/OpenTTD
(svn r19592) -Fix: don't do the desync debug savegames mid-StateGameLoop; they're increadibly useless (or hard to load correctly) in that case
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@@ -1206,6 +1206,13 @@ void StateGameLoop()
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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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/* Save the desync savegame if needed. */
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char name[MAX_PATH];
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snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
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SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
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}
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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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CompanyID old_company = _current_company;
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