Fix issue with calculating town lighting, and do it on load instead of save since the new format doesn't store it
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@@ -225,8 +225,8 @@ void cTown::set_up_lights() {
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where_lit[where.x][where.y] = true;
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}
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}
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for(short i = 0; i < 8; i++)
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for(short j = 0; j < 64; j++)
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for(short i = 0; i < this->max_dim() / 8; i++)
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for(short j = 0; j < this->max_dim(); j++)
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this->lighting(i,j) = 0;
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for(where.x = 0; where.x < this->max_dim(); where.x++)
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for(where.y = 0; where.y < this->max_dim(); where.y++) {
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@@ -197,7 +197,6 @@ void handle_menu_choice(eMenu item_hit) {
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}
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break;
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case eMenu::FILE_SAVE:
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town->set_up_lights();
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save_scenario(scenario.scen_file);
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break;
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case eMenu::FILE_NEW:
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@@ -398,6 +398,9 @@ bool load_town_v1(fs::path scen_file, short which_town, cTown& the_town, legacy:
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// Do this after strings are loaded because porting shops requires access to strings
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the_town.talking.append(store_talk, shops);
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// And lastly, calculate lighting
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the_town.set_up_lights();
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n = fclose(file_id);
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if(n != 0) {
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oopsError(18, 0, 0);
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