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2 changes: 1 addition & 1 deletion code/network/multi.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1757,7 +1757,7 @@ void multi_standalone_postgame_init()
if ( Game_mode & GM_CAMPAIGN_MODE ) {
// MUST store goals and events first - may be used to evaluate next mission
// store goals and events
mission_campaign_store_goals_and_events_and_variables(false);
mission_campaign_store_goals_and_events();

// evaluate next mission
mission_campaign_eval_next_mission();
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7 changes: 7 additions & 0 deletions code/network/multi_campaign.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -175,6 +175,13 @@ void multi_campaign_do_debrief(int player_status)
if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Campaign.current_mission != -1) && player_status){
// if players want to go to the next mission
if(player_status == 1){
// as in single player: stored when moving on (a chosen loop counts), not on a replay or retry
if((Campaign.next_mission != Campaign.current_mission)
|| (Campaign.loop_enabled && (Campaign.next_mission == Campaign.loop_mission))){
mission_campaign_store_variables(SEXP_VARIABLE_SAVE_ON_MISSION_PROGRESS, false);
mission_campaign_store_containers(ContainerType::SAVE_ON_MISSION_PROGRESS, false);
}

// move the multiplayer campaign along
multi_campaign_next_mission();

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