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Pass ooslog-activate flag on construction
This deduplicates the activation logic and removes the only `m_EnableOOSLog` mutation.
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+3
-2
@@ -77,9 +77,10 @@ const CStr CGame::EventNameSimulationUpdate = "SimulationUpdate";
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* Constructor
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*
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**/
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CGame::CGame(bool replayLog):
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CGame::CGame(bool replayLog, const bool oosLog):
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m_World(new CWorld(*this)),
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m_Simulation2{new CSimulation2{&m_World->GetUnitManager(), *g_ScriptContext, &m_World->GetTerrain()}},
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m_Simulation2{new CSimulation2{&m_World->GetUnitManager(), *g_ScriptContext, &m_World->GetTerrain(),
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oosLog}},
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// TODO: we need to remove that global dependency. Maybe the game view
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// should be created outside only if needed.
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m_GameView(CRenderer::IsInitialised() ? new CGameView(g_VideoMode.GetBackendDevice(), this) : nullptr),
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