persist item state when no players are in a game
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@@ -2391,7 +2391,6 @@ static void on_battle_restart_bb(shared_ptr<Client> c, uint8_t, uint8_t, const v
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auto new_rules = make_shared<BattleRules>(cmd.rules);
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if (l->item_creator) {
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l->item_creator->set_restrictions(new_rules);
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l->item_creator->clear_destroyed_entities();
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}
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for (auto& lc : l->clients) {
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@@ -2401,15 +2400,7 @@ static void on_battle_restart_bb(shared_ptr<Client> c, uint8_t, uint8_t, const v
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lc->create_battle_overlay(new_rules, s->level_table);
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}
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}
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l->map->clear();
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l->map->add_enemies_and_objects_from_quest_data(
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l->episode,
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l->difficulty,
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l->event,
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dat_contents.data(),
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dat_contents.size(),
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l->random_seed,
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l->rare_enemy_rates ? l->rare_enemy_rates : Map::NO_RARE_ENEMIES);
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l->load_maps();
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}
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}
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