after most calls to ReadGamePrefsFromDisk, we call
ReadMappingsFromDisk; cleanup
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@@ -276,7 +276,6 @@ void ExitGame()
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void ResetGame( bool ReturnToFirstScreen )
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void ResetGame( bool ReturnToFirstScreen )
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{
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{
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ReadGamePrefsFromDisk();
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ReadGamePrefsFromDisk();
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INPUTMAPPER->ReadMappingsFromDisk();
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GAMESTATE->Reset();
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GAMESTATE->Reset();
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@@ -761,7 +760,6 @@ void ChangeCurrentGame( const Game* g )
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GAMESTATE->m_pCurGame = g;
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GAMESTATE->m_pCurGame = g;
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ReadGamePrefsFromDisk( false );
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ReadGamePrefsFromDisk( false );
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INPUTMAPPER->ReadMappingsFromDisk();
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/* Save the newly-selected game. */
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/* Save the newly-selected game. */
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SaveGamePrefsToDisk();
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SaveGamePrefsToDisk();
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@@ -794,6 +792,9 @@ void ReadGamePrefsFromDisk( bool bSwitchToLastPlayedGame )
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LOG->Warn( "Default note skin for \"%s\" missing, reverting to \"%s\"",
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LOG->Warn( "Default note skin for \"%s\" missing, reverting to \"%s\"",
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GAMESTATE->m_pCurGame->m_szName, GAMEMAN->GetDefaultGame()->m_szName );
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GAMESTATE->m_pCurGame->m_szName, GAMEMAN->GetDefaultGame()->m_szName );
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GAMESTATE->m_pCurGame = GAMEMAN->GetDefaultGame();
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GAMESTATE->m_pCurGame = GAMEMAN->GetDefaultGame();
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/* Load key maps for the new game. */
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INPUTMAPPER->ReadMappingsFromDisk();
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}
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}
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/* If the default isn't available, our default note skin is messed up. */
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/* If the default isn't available, our default note skin is messed up. */
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