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refactor end_level_data, end_level_exception and LEVEL_RESULT
I removed the NONE value of LEVEL_RESULT because 'LEVEL_RESULT==NONE' was basicly the same information as '!end_level_data.transient.disabled' I removed end_level_data.transient.disabled and instead store the end level_data as an optional<end_level_data> to remember whether we already have an end_level_data I removed the SKIP_TO_LINGER value of LEVEL_RESULT because it was not possible that play_scenario returned SKIP_TO_LINGER (so i removed that code in playcampaign.cpp that handled this case) I replaced playsingle_controller::level_result_ and end_level_exception/struct::result which both held more or less the same data with end_level_data::is_vitory, in case of QUIT the optional<end_level_data> is empty (none_t) I also reordered the if cases in playsingle_controller::play_scenario to simplify.
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