Immediately set the fog-of-war instead of waiting for session.js to load, refs #3168.
This was SVN commit r17832.
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@ -345,6 +345,8 @@ void CGame::SetPlayerID(player_id_t playerID)
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m_PlayerID = playerID;
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if (m_TurnManager)
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m_TurnManager->SetPlayerID(m_PlayerID);
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m_Simulation2->SetCurrentDisplayedPlayer(g_Game->GetPlayerID());
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}
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void CGame::StartGame(JS::MutableHandleValue attribs, const std::string& savedState)
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@ -595,6 +595,11 @@ void CSimulation2::EnableSerializationTest()
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m->m_EnableSerializationTest = true;
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}
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void CSimulation2::SetCurrentDisplayedPlayer(int playerID)
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{
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m->m_SimContext.SetCurrentDisplayedPlayer(playerID);
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}
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entity_id_t CSimulation2::AddEntity(const std::wstring& templateName)
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{
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return m->m_ComponentManager.AddEntity(templateName, m->m_ComponentManager.AllocateNewEntity());
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@ -57,6 +57,8 @@ public:
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void EnableOOSLog();
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void EnableSerializationTest();
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void SetCurrentDisplayedPlayer(int playerID);
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/**
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* Load all scripts in the specified directory (non-recursively),
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* so they can register new component types and functions. This
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