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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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@@ -249,13 +249,11 @@ void CReplayPlayer::Replay(const bool serializationtest, const int rejointesttur
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MountMods(Paths(g_CmdLineArgs), g_Mods.GetEnabledMods());
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}
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g_Game = new CGame(false);
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g_Game = new CGame(false, ooslog);
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if (serializationtest)
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g_Game->GetSimulation2()->EnableSerializationTest();
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if (rejointestturn >= 0)
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g_Game->GetSimulation2()->EnableRejoinTest(rejointestturn);
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if (ooslog)
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g_Game->GetSimulation2()->EnableOOSLog();
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ScriptRequest rq(g_Game->GetSimulation2()->GetScriptInterface());
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JS::RootedValue attribs(rq.cx);
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