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Read default multiplayer server name/IP address from config. Patch by Aurium. Refs #1778.
This was SVN commit r13003.
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@@ -179,6 +179,12 @@ std::wstring GetDefaultPlayerName(void* UNUSED(cbdata))
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return name;
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}
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std::wstring GetDefaultMPServer(void* UNUSED(cbdata))
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{
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std::wstring server = g_MPServer.FromUTF8();
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return server;
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}
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void StartNetworkGame(void* UNUSED(cbdata))
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{
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ENSURE(g_NetServer);
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@@ -634,6 +640,7 @@ void GuiScriptingInit(ScriptInterface& scriptInterface)
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scriptInterface.RegisterFunction<std::wstring, std::wstring, &SetCursor>("SetCursor");
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scriptInterface.RegisterFunction<int, &GetPlayerID>("GetPlayerID");
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scriptInterface.RegisterFunction<std::wstring, &GetDefaultPlayerName>("GetDefaultPlayerName");
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scriptInterface.RegisterFunction<std::wstring, &GetDefaultMPServer>("GetDefaultMPServer");
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scriptInterface.RegisterFunction<void, std::string, &OpenURL>("OpenURL");
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scriptInterface.RegisterFunction<void, &RestartInAtlas>("RestartInAtlas");
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scriptInterface.RegisterFunction<bool, &AtlasIsAvailable>("AtlasIsAvailable");
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