Follow-up Comment #3, patch #1610 (project wesnoth):
There's a critical flaw in this code however, which is using the event name
to determine the state of the game. This is because events can fire other
events. We _must_ pull this information from a game-wide variable (i.e. one
that is set to true after we initialise the replay), rather than relying on
what event we were called by. I will revise.
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