Follow-up Comment #5, bug #21776 (project wesnoth):

> If the real game had no problem and the replay is equal to the real game
then the replay must be problem-free too, musn't it?

but in the game the lua variables are deleted during reload, in the replay
that doesnt happen. And the prelaod events are normaly executed to compensate
that. So the replay will never be equal to the game because the lua variables
arent deleted, and i think throwing them away just to rebuild it in a replay
would waste of cputime.

i don't think fireing prestart events again would cause problems though.

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