faction_type has no save game, was just confusing to have this dead code
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@ -1029,56 +1029,5 @@ string FactionType::getName(bool translatedValue) const {
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return lang.getTechTreeString("FactionName_" + name,name.c_str());
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}
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void FactionType::saveGame(XmlNode *rootNode) {
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std::map<string,string> mapTagReplacements;
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XmlNode *factionTypeNode = rootNode->addChild("FactionType");
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// string name;
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factionTypeNode->addAttribute("name",name, mapTagReplacements);
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// UnitTypes unitTypes;
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for(unsigned int i = 0; i < unitTypes.size(); ++i) {
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XmlNode *unitTypesNode = factionTypeNode->addChild("unitTypes");
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unitTypesNode->addAttribute("name",unitTypes[i].getName(false), mapTagReplacements);
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}
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// UpgradeTypes upgradeTypes;
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for(unsigned int i = 0; i < upgradeTypes.size(); ++i) {
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XmlNode *upgradeTypesNode = factionTypeNode->addChild("upgradeTypes");
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upgradeTypesNode->addAttribute("name",upgradeTypes[i].getName(false), mapTagReplacements);
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}
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// StartingUnits startingUnits;
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for(unsigned int i = 0; i < startingUnits.size(); ++i) {
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XmlNode *startingUnitsNode = factionTypeNode->addChild("startingUnits");
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startingUnitsNode->addAttribute("name",startingUnits[i].first->getName(false), mapTagReplacements);
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startingUnitsNode->addAttribute("count",intToStr(startingUnits[i].second), mapTagReplacements);
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}
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// Resources startingResources;
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for(unsigned int i = 0; i < startingResources.size(); ++i) {
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startingResources[i].saveGame(factionTypeNode);
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}
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// StrSound *music;
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// FactionPersonalityType personalityType;
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factionTypeNode->addAttribute("personalityType",intToStr(personalityType), mapTagReplacements);
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// std::map<AIBehaviorUnitCategory, std::vector<PairPUnitTypeInt> > mapAIBehaviorUnitCategories;
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for(std::map<AIBehaviorUnitCategory, std::vector<PairPUnitTypeInt> >::iterator iterMap = mapAIBehaviorUnitCategories.begin();
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iterMap != mapAIBehaviorUnitCategories.end(); ++iterMap) {
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std::vector<PairPUnitTypeInt> &vct = iterMap->second;
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for(unsigned int i = 0; i < vct.size(); ++i) {
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PairPUnitTypeInt &item = vct[i];
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XmlNode *mapAIBehaviorUnitCategoriesNode = factionTypeNode->addChild("mapAIBehaviorUnitCategories");
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mapAIBehaviorUnitCategoriesNode->addAttribute("key",intToStr(iterMap->first), mapTagReplacements);
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mapAIBehaviorUnitCategoriesNode->addAttribute("unitType",item.first->getName(false), mapTagReplacements);
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mapAIBehaviorUnitCategoriesNode->addAttribute("count",intToStr(item.second), mapTagReplacements);
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}
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}
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// std::vector<const UpgradeType*> vctAIBehaviorUpgrades;
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//for(unsigned int i = 0; i < vctAIBehaviorUpgrades.size(); ++i) {
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// vctAIBehaviorUpgrades[i]->saveGame(factionTypeNode);
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//}
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}
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}}//end namespace
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@ -156,7 +156,6 @@ public:
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void deletePixels();
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bool factionUsesResourceType(const ResourceType *rt) const;
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void saveGame(XmlNode *rootNode);
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};
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}}//end namespace
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