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@ -138,6 +138,7 @@ struct Core::Private
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std::thread hotkeythread;
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bool last_autosave_request{false};
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bool was_load_save{false};
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};
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struct CommandDepthCounter
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@ -1967,18 +1968,17 @@ void Core::doUpdate(color_ostream &out, bool first_update)
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vs_changed = true;
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}
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bool is_load_save =
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strict_virtual_cast<df::viewscreen_game_cleanerst>(screen) ||
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strict_virtual_cast<df::viewscreen_loadgamest>(screen) ||
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strict_virtual_cast<df::viewscreen_savegamest>(screen);
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// save data (do this before updating last_world_data_ptr and triggering unload events)
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if ((df::global::ui->main.autosave_request && !d->last_autosave_request) ||
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(vs_changed && strict_virtual_cast<df::viewscreen_savegamest>(screen)))
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(is_load_save && !d->was_load_save && strict_virtual_cast<df::viewscreen_savegamest>(screen)))
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{
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doSaveData(out);
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}
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d->last_autosave_request = df::global::ui->main.autosave_request;
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bool is_load_save =
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strict_virtual_cast<df::viewscreen_game_cleanerst>(screen) ||
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strict_virtual_cast<df::viewscreen_loadgamest>(screen) ||
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strict_virtual_cast<df::viewscreen_savegamest>(screen);
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// detect if the game was loaded or unloaded in the meantime
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void *new_wdata = NULL;
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@ -2036,6 +2036,9 @@ void Core::doUpdate(color_ostream &out, bool first_update)
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// Execute per-frame handlers
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onUpdate(out);
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d->last_autosave_request = df::global::ui->main.autosave_request;
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d->was_load_save = is_load_save;
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out << std::flush;
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}
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