SaveProfile -> SavePlayerProfile
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@@ -529,13 +529,13 @@ void GameState::LoadProfiles( bool bLoadEdits )
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}
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}
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void GameState::SaveProfiles()
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void GameState::SavePlayerProfiles()
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{
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FOREACH_HumanPlayer( pn )
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SaveProfile( pn );
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SavePlayerProfile( pn );
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}
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void GameState::SaveProfile( PlayerNumber pn )
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void GameState::SavePlayerProfile( PlayerNumber pn )
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{
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if( !PROFILEMAN->IsPersistentProfile(pn) )
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return;
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@@ -773,7 +773,7 @@ void GameState::FinishStage()
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{
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LOG->Trace( "Played %i stages; saving profiles ...", iSaveProfileEvery );
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PROFILEMAN->SaveMachineProfile();
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this->SaveProfiles();
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this->SavePlayerProfiles();
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}
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}
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}
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@@ -48,8 +48,8 @@ public:
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bool JoinInput( PlayerNumber pn );
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bool JoinPlayers();
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void LoadProfiles( bool bLoadEdits = true );
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void SaveProfiles();
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void SaveProfile( PlayerNumber pn );
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void SavePlayerProfiles();
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void SavePlayerProfile( PlayerNumber pn );
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bool HaveProfileToLoad();
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bool HaveProfileToSave();
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void SaveLocalData();
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@@ -1035,7 +1035,7 @@ class DebugLineWriteProfiles : public IDebugLine
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{
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PlayerNumber pn = (PlayerNumber) g_ProfileSlot;
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GAMESTATE->SaveCurrentSettingsToProfile(pn);
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GAMESTATE->SaveProfile( pn );
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GAMESTATE->SavePlayerProfile( pn );
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}
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IDebugLine::DoAndLog( sMessageOut );
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}
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@@ -16,7 +16,7 @@ void ScreenProfileSave::Input( const InputEventPlus &input )
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void ScreenProfileSave::Continue()
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{
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GAMESTATE->SaveProfiles();
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GAMESTATE->SavePlayerProfiles();
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SCREENMAN->ZeroNextUpdate();
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StartTransitioningScreen( SM_GoToNextScreen );
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