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more user friendly handling of loading corrupt saved game files
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@@ -90,7 +90,7 @@ public:
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static bool isInitialized();
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void cleanup();
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XmlNode *load(const string &path, const std::map<string,string> &mapTagReplacementValues,bool noValidation=false);
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XmlNode *load(const string &path, const std::map<string,string> &mapTagReplacementValues,bool noValidation=false,bool skipStackTrace=false);
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void save(const string &path, const XmlNode *node);
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};
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@@ -109,7 +109,7 @@ public:
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static bool isInitialized();
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void cleanup();
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XmlNode *load(const string &path, const std::map<string,string> &mapTagReplacementValues,bool noValidation=false,bool skipStackCheck=false);
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XmlNode *load(const string &path, const std::map<string,string> &mapTagReplacementValues,bool noValidation=false,bool skipStackTrace=false);
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void save(const string &path, const XmlNode *node);
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};
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@@ -133,7 +133,7 @@ public:
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~XmlTree();
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void init(const string &name);
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void load(const string &path, const std::map<string,string> &mapTagReplacementValues, bool noValidation=false,bool skipStackCheck=false);
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void load(const string &path, const std::map<string,string> &mapTagReplacementValues, bool noValidation=false,bool skipStackCheck=false,bool skipStackTrace=false);
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void save(const string &path);
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XmlNode *getRootNode() const {return rootNode;}
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