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- fixed hard coded paths to use derived data fodler
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@ -703,13 +703,17 @@ MenuStateCustomGame::MenuStateCustomGame(Program *program, MainMenu *mainMenu,
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publishToMasterserverThread->start();
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publishToClientsThread->start();
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if(openNetworkSlots==true){
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if(fileExists(DEFAULT_NETWORKGAME_FILENAME) == true)
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loadGameSettings(DEFAULT_NETWORKGAME_FILENAME);
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if(openNetworkSlots == true) {
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string data_path = getGameReadWritePath(GameConstants::path_data_CacheLookupKey);
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if(fileExists(data_path + DEFAULT_NETWORKGAME_FILENAME) == true)
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loadGameSettings(data_path + DEFAULT_NETWORKGAME_FILENAME);
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}
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else {
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if(fileExists(DEFAULT_GAME_FILENAME) == true)
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loadGameSettings(DEFAULT_GAME_FILENAME);
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string data_path = getGameReadWritePath(GameConstants::path_data_CacheLookupKey);
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if(fileExists(data_path + DEFAULT_GAME_FILENAME) == true)
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loadGameSettings(data_path + DEFAULT_GAME_FILENAME);
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}
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if(SystemFlags::getSystemSettingType(SystemFlags::debugSystem).enabled) SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__);
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