Load end-game dialog only after game ends, not already when it starts
This is to ensure that statistics reflect the state at the end of the game, not that from the start of the game. Fixes #6547.
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@@ -45,14 +45,10 @@ namespace OpenRA.Mods.D2k.Widgets.Logic
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{
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Game.LoadWidget(world, "CHAT_PANEL", gameRoot, new WidgetArgs());
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var showleaveMapWidget = false;
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var leaveMapWidget = Game.LoadWidget(world, "LEAVE_MAP_WIDGET", Ui.Root, new WidgetArgs());
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leaveMapWidget.IsVisible = () => showleaveMapWidget;
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Action ShowLeaveMapWidget = () =>
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{
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gameRoot.RemoveChildren();
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showleaveMapWidget = true;
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Game.LoadWidget(world, "LEAVE_MAP_WIDGET", Ui.Root, new WidgetArgs());
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};
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world.GameOver += ShowLeaveMapWidget;
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}
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@@ -43,14 +43,10 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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Game.LoadWidget(world, "CHAT_PANEL", ingameRoot, new WidgetArgs());
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var showLeaveMapWidget = false;
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var leaveMapWidget = Game.LoadWidget(world, "LEAVE_MAP_WIDGET", Ui.Root, new WidgetArgs());
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leaveMapWidget.IsVisible = () => showLeaveMapWidget;
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Action ShowLeaveMapWidget = () =>
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{
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ingameRoot.RemoveChildren();
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showLeaveMapWidget = true;
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Game.LoadWidget(world, "LEAVE_MAP_WIDGET", Ui.Root, new WidgetArgs());
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};
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world.GameOver += ShowLeaveMapWidget;
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}
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