simplify iSaveProfileEvery stuff and make it closer to correct
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@@ -690,7 +690,8 @@ void GameState::FinishStage()
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if( iOldStageIndex/iSaveProfileEvery < m_iCurrentStageIndex/iSaveProfileEvery )
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if( iOldStageIndex/iSaveProfileEvery < m_iCurrentStageIndex/iSaveProfileEvery )
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{
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{
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LOG->Trace( "Played %i stages; saving profiles ...", iSaveProfileEvery );
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LOG->Trace( "Played %i stages; saving profiles ...", iSaveProfileEvery );
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PROFILEMAN->SaveAllProfiles();
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PROFILEMAN->SaveMachineProfile();
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this->SaveProfiles();
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}
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}
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}
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}
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}
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}
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@@ -303,19 +303,6 @@ bool ProfileManager::FastLoadProfileNameFromMemoryCard( RString sRootDir, RStrin
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return false;
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return false;
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}
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}
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void ProfileManager::SaveAllProfiles() const
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{
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this->SaveMachineProfile();
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FOREACH_HumanPlayer( pn )
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{
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if( !IsPersistentProfile(pn) )
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continue;
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this->SaveProfile( pn );
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}
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}
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bool ProfileManager::SaveProfile( PlayerNumber pn ) const
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bool ProfileManager::SaveProfile( PlayerNumber pn ) const
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{
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{
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if( m_sProfileDir[pn].empty() )
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if( m_sProfileDir[pn].empty() )
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@@ -50,7 +50,6 @@ public:
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bool LoadLocalProfileFromMachine( PlayerNumber pn );
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bool LoadLocalProfileFromMachine( PlayerNumber pn );
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bool LoadProfileFromMemoryCard( PlayerNumber pn, bool bLoadEdits = true );
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bool LoadProfileFromMemoryCard( PlayerNumber pn, bool bLoadEdits = true );
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bool FastLoadProfileNameFromMemoryCard( RString sRootDir, RString &sName ) const;
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bool FastLoadProfileNameFromMemoryCard( RString sRootDir, RString &sName ) const;
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void SaveAllProfiles() const;
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bool SaveProfile( PlayerNumber pn ) const;
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bool SaveProfile( PlayerNumber pn ) const;
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bool SaveLocalProfile( RString sProfileID );
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bool SaveLocalProfile( RString sProfileID );
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void UnloadProfile( PlayerNumber pn );
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void UnloadProfile( PlayerNumber pn );
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