rekey the temporary blueprint to C, add V to re-place it
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@@ -58,7 +58,7 @@
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#include "EscapeMenuRequestedEvent.h"
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#include "TracePrintRequestedEvent.h"
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#include "BuildHotkeyPressedEvent.h"
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#include "TemporaryBlueprintRequestedEvent.h"
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#include "GameResetEvent.h"
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#include "BossWaveUpdatedEvent.h"
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#include "BuilderModeExitedEvent.h"
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#include "BlueprintModeExitedEvent.h"
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@@ -1502,6 +1502,10 @@ void GameWorldView::resetForNewGame()
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m_lastArtifactCount = -1;
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<SelectionChangedEvent>(std::vector<BuildingId>{}));
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// The one place a restart actually lands (the menu, game over and win dialogs only
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// enqueue the command), so it is where presentation state belonging to the finished
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// run is dropped -- e.g. the temporary blueprint (REQ-UI-BLUEPRINT-TEMP).
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EventManager::getInstance()->sendEventImmediately(std::make_shared<GameResetEvent>());
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setGameSpeed(1.0);
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// Rebase the wall-clock time source so a fresh run starts from a clean time
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// base. Without this, wall time accumulated while a modal (Game Over, Win, or
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