diff --git a/src/game_initialization/create_engine.cpp b/src/game_initialization/create_engine.cpp index eb91e324c1954..938a7e38d5a62 100644 --- a/src/game_initialization/create_engine.cpp +++ b/src/game_initialization/create_engine.cpp @@ -255,11 +255,8 @@ create_engine::create_engine(saved_game& state) // Restore game config for multiplayer. game_classification::CAMPAIGN_TYPE type = state_.classification().campaign_type; - bool connect = state_.mp_settings().show_connect; - state_.clear(); state_.classification().campaign_type = type; - state_.mp_settings().show_connect = connect; game_config_manager::get()->load_game_config_for_create(type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER); diff --git a/src/game_initialization/mp_game_utils.cpp b/src/game_initialization/mp_game_utils.cpp index 450f9ea0420c1..371bd0d726062 100644 --- a/src/game_initialization/mp_game_utils.cpp +++ b/src/game_initialization/mp_game_utils.cpp @@ -130,10 +130,8 @@ config initial_level_config(saved_game& state) void level_to_gamestate(const config& level, saved_game& state) { game_classification::CAMPAIGN_TYPE type = state.classification().campaign_type; - bool show_connect = state.mp_settings().show_connect; state = saved_game(level); state.classification().campaign_type = type; - state.mp_settings().show_connect = show_connect; } void check_response(bool res, const config& data) diff --git a/src/game_initialization/singleplayer.cpp b/src/game_initialization/singleplayer.cpp index 803be82477417..86c5b35ad7a01 100644 --- a/src/game_initialization/singleplayer.cpp +++ b/src/game_initialization/singleplayer.cpp @@ -140,24 +140,6 @@ bool enter_configure_mode(const config& game_config, saved_game& state, ng::crea bool enter_connect_mode(const config& /*game_config*/, saved_game& state) { ng::connect_engine connect_eng(state, true, nullptr); - - // TODO: fix. Dialog starts game regardless of selection -#if 0 - if(state.mp_settings().show_connect) { - lobby_info li(game_config, std::vector()); - - gui2::dialogs::mp_staging dlg(connect_eng, li); - dlg.show(); - - if(dlg.get_retval() != gui2::window::OK) { - // TODO: enable the workflow loops from GUI1 - //return enter_create_mode(game_config, state, jump_to_campaign_info(false, -1, "", "")); - - return false; - } - } -#endif - connect_eng.start_game(); return true; diff --git a/src/game_launcher.cpp b/src/game_launcher.cpp index 58643a6f2ff84..80e757c5a1556 100644 --- a/src/game_launcher.cpp +++ b/src/game_launcher.cpp @@ -461,7 +461,6 @@ void game_launcher::set_test(const std::string& id) state_.classification().campaign_define = "TEST"; state_.mp_settings().mp_era = "era_default"; - state_.mp_settings().show_connect = false; state_.set_carryover_sides_start( config {"next_scenario", id} @@ -696,7 +695,6 @@ void game_launcher::set_tutorial() state_.classification().campaign_type = game_classification::CAMPAIGN_TYPE::TUTORIAL; state_.classification().campaign_define = "TUTORIAL"; state_.mp_settings().mp_era = "era_default"; - state_.mp_settings().show_connect = false; state_.set_carryover_sides_start( config {"next_scenario", "tutorial"} ); @@ -714,7 +712,6 @@ bool game_launcher::new_campaign() { state_.clear(); state_.classification().campaign_type = game_classification::CAMPAIGN_TYPE::SCENARIO; - state_.mp_settings().show_connect = false; play_replay_ = false; return sp::enter_create_mode(game_config_manager::get()->game_config(), diff --git a/src/mp_game_settings.cpp b/src/mp_game_settings.cpp index 3c84932197f0b..a5cba37fa5415 100644 --- a/src/mp_game_settings.cpp +++ b/src/mp_game_settings.cpp @@ -39,7 +39,6 @@ mp_game_settings::mp_game_settings() : mp_campaign(), active_mods(), side_users(), - show_connect(true), num_turns(0), village_gold(0), village_support(1), @@ -73,7 +72,6 @@ mp_game_settings::mp_game_settings(const config& cfg) , mp_campaign(cfg["mp_campaign"].str()) , active_mods(utils::split(cfg["active_mods"], ',')) , side_users(utils::map_split(cfg["side_users"])) - , show_connect(cfg["show_connect"].to_bool(true)) , num_turns(cfg["mp_num_turns"]) , village_gold(cfg["mp_village_gold"]) , village_support(cfg["mp_village_support"]) @@ -115,7 +113,6 @@ config mp_game_settings::to_config() const cfg["mp_campaign"] = mp_campaign; cfg["active_mods"] = utils::join(active_mods, ","); cfg["side_users"] = utils::join_map(side_users); - cfg["show_connect"] = show_connect; cfg["experience_modifier"] = xp_modifier; cfg["mp_countdown"] = mp_countdown; cfg["mp_countdown_init_time"] = mp_countdown_init_time; diff --git a/src/mp_game_settings.hpp b/src/mp_game_settings.hpp index c681bcaec9287..6464a95a168b9 100644 --- a/src/mp_game_settings.hpp +++ b/src/mp_game_settings.hpp @@ -43,8 +43,6 @@ struct mp_game_settings std::vector active_mods; std::map side_users; - bool show_connect; - int num_turns; int village_gold; int village_support; diff --git a/src/savegame.cpp b/src/savegame.cpp index 7bf8bbbef3c19..b775fff633712 100644 --- a/src/savegame.cpp +++ b/src/savegame.cpp @@ -776,8 +776,6 @@ static void convert_old_saves_1_13_0(config& cfg) if(!cfg.has_child("multiplayer")) { cfg.add_child("multiplayer", config { "mp_era", "era_blank", - "show_connect", false, - "show_configure", false, "mp_use_map_settings", true, }); }