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@ -144,14 +144,13 @@ ucstring PlayerSelectedHomeShardName;
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ucstring PlayerSelectedHomeShardNameWithParenthesis;
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extern std::string CurrentCookie;
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ucstring NewKeysCharNameWanted; // name of the character for which a new keyset must be created
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ucstring NewKeysCharNameValidated;
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std::string GameKeySet = "keys.xml";
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std::string RingEditorKeySet = "keys_r2ed.xml";
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string ScenarioFileName;
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sint LoginCharsel = -1;
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static const char *KeySetVarName = "BuiltInKeySets";
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@ -1095,8 +1094,15 @@ TInterfaceState globalMenu()
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noUserChar = userChar = false;
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if( FarTP.isReselectingChar() || !FarTP.isServerHopInProgress() ) // if doing a Server Hop, expect serverReceivedReady without action from the user
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{
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sint charSelect = -1;
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if (ClientCfg.SelectCharacter != -1)
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charSelect = ClientCfg.SelectCharacter;
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if (LoginCharsel != -1)
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charSelect = LoginCharsel;
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WaitServerAnswer = false;
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if (ClientCfg.SelectCharacter == -1)
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if (charSelect == -1)
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{
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CCDBNodeLeaf *pNL = NLGUI::CDBManager::getInstance()->getDbProp("UI:SERVER_RECEIVED_CHARS", false);
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if (pNL != NULL)
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@ -1112,7 +1118,7 @@ TInterfaceState globalMenu()
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else
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{
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// check that the pre selected character is available
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if (CharacterSummaries[ClientCfg.SelectCharacter].People == EGSPD::CPeople::Unknown)
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if (CharacterSummaries[charSelect].People == EGSPD::CPeople::Unknown || charSelect > 4)
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{
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// BAD ! preselected char does not exist, use the first available or fail
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uint i;
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@ -1132,12 +1138,14 @@ TInterfaceState globalMenu()
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if (ret == UDriver::noId)
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exit(-1);
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else
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ClientCfg.SelectCharacter = i;
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charSelect = i;
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}
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}
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// Auto-selection for fast launching (dev only)
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CAHManager::getInstance()->runActionHandler("launch_game", NULL, toString("slot=%d|edit_mode=0", ClientCfg.SelectCharacter));
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CAHManager::getInstance()->runActionHandler("launch_game", NULL, toString("slot=%d|edit_mode=0", charSelect));
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if (LoginCharsel == -1)
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ClientCfg.SelectCharacter = charSelect;
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}
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}
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