Saveload: Allow threaded saves in network server mode
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@@ -3563,7 +3563,7 @@ SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop,
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if (fop == SLO_SAVE) { // SAVE game
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DEBUG(desync, 1, "save: date{%08x; %02x; %02x}; %s", _date, _date_fract, _tick_skip_counter, filename.c_str());
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if (_network_server || !_settings_client.gui.threaded_saves) threaded = false;
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if (!_settings_client.gui.threaded_saves) threaded = false;
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return DoSave(new FileWriter(fh), threaded);
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}
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