lock on successful load

This commit is contained in:
Glenn Maynard
2007-05-30 02:13:32 +00:00
parent 92d3778e29
commit 32fac7c444
3 changed files with 11 additions and 11 deletions
+7 -4
View File
@@ -465,9 +465,6 @@ void GameState::LoadProfiles( bool bLoadEdits )
MEMCARDMAN->WaitForCheckingToComplete();
FOREACH_PlayerNumber( pn )
MEMCARDMAN->LockCard( pn );
FOREACH_HumanPlayer( pn )
{
// If a profile is already loaded, this was already called.
@@ -475,9 +472,15 @@ void GameState::LoadProfiles( bool bLoadEdits )
continue;
MEMCARDMAN->MountCard( pn );
PROFILEMAN->LoadFirstAvailableProfile( pn, bLoadEdits ); // load full profile
bool bSuccess = PROFILEMAN->LoadFirstAvailableProfile( pn, bLoadEdits ); // load full profile
MEMCARDMAN->UnmountCard( pn );
if( !bSuccess )
continue;
/* Lock the card on successful load, so we won't allow it to be changed. */
MEMCARDMAN->LockCard( pn );
LoadCurrentSettingsFromProfile( pn );
Profile* pPlayerProfile = PROFILEMAN->GetProfile( pn );
+4
View File
@@ -6,6 +6,7 @@
#include "RageLog.h"
#include "InputEventPlus.h"
#include "MenuTimer.h"
#include "MemoryCardManager.h"
REGISTER_SCREEN_CLASS( ScreenContinue );
@@ -19,7 +20,10 @@ void ScreenContinue::BeginScreen()
{
bool bPlayerDone = GAMESTATE->m_iPlayerStageTokens[p] <= 0;
if( bPlayerDone )
{
GAMESTATE->UnjoinPlayer( p );
MEMCARDMAN->UnlockCard( p );
}
}
ScreenWithMenuElements::BeginScreen();
-7
View File
@@ -16,13 +16,6 @@ void ScreenProfileLoad::Init()
void ScreenProfileLoad::BeginScreen()
{
m_bHaveProfileToLoad = GAMESTATE->HaveProfileToLoad();
if( !m_bHaveProfileToLoad )
{
/* We have nothing to load, so just lock the cards. */
FOREACH_PlayerNumber( pn )
MEMCARDMAN->LockCard( pn );
}
ScreenWithMenuElements::BeginScreen();
}