lock on successful load
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@@ -465,9 +465,6 @@ void GameState::LoadProfiles( bool bLoadEdits )
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MEMCARDMAN->WaitForCheckingToComplete();
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FOREACH_PlayerNumber( pn )
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MEMCARDMAN->LockCard( pn );
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FOREACH_HumanPlayer( pn )
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{
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// If a profile is already loaded, this was already called.
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@@ -475,9 +472,15 @@ void GameState::LoadProfiles( bool bLoadEdits )
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continue;
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MEMCARDMAN->MountCard( pn );
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PROFILEMAN->LoadFirstAvailableProfile( pn, bLoadEdits ); // load full profile
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bool bSuccess = PROFILEMAN->LoadFirstAvailableProfile( pn, bLoadEdits ); // load full profile
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MEMCARDMAN->UnmountCard( pn );
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if( !bSuccess )
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continue;
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/* Lock the card on successful load, so we won't allow it to be changed. */
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MEMCARDMAN->LockCard( pn );
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LoadCurrentSettingsFromProfile( pn );
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Profile* pPlayerProfile = PROFILEMAN->GetProfile( pn );
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@@ -6,6 +6,7 @@
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#include "RageLog.h"
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#include "InputEventPlus.h"
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#include "MenuTimer.h"
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#include "MemoryCardManager.h"
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REGISTER_SCREEN_CLASS( ScreenContinue );
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@@ -19,7 +20,10 @@ void ScreenContinue::BeginScreen()
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{
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bool bPlayerDone = GAMESTATE->m_iPlayerStageTokens[p] <= 0;
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if( bPlayerDone )
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{
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GAMESTATE->UnjoinPlayer( p );
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MEMCARDMAN->UnlockCard( p );
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}
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}
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ScreenWithMenuElements::BeginScreen();
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@@ -16,13 +16,6 @@ void ScreenProfileLoad::Init()
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void ScreenProfileLoad::BeginScreen()
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{
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m_bHaveProfileToLoad = GAMESTATE->HaveProfileToLoad();
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if( !m_bHaveProfileToLoad )
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{
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/* We have nothing to load, so just lock the cards. */
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FOREACH_PlayerNumber( pn )
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MEMCARDMAN->LockCard( pn );
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}
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ScreenWithMenuElements::BeginScreen();
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}
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