enum name cleanup
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@@ -203,7 +203,7 @@ bool ProfileManager::LoadProfileFromMemoryCard( PlayerNumber pn )
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UnloadProfile( pn );
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// mount slot
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if( MEMCARDMAN->GetCardState(pn) != MEMORY_CARD_STATE_READY )
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if( MEMCARDMAN->GetCardState(pn) != MemoryCardState_Ready )
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return false;
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vector<CString> asDirsToTry;
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@@ -521,8 +521,8 @@ void ProfileManager::LoadMachineProfile()
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// If the machine name has changed, make sure we use the new name
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m_pMachineProfile->m_sDisplayName = PREFSMAN->m_sMachineName;
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SONGMAN->FreeAllLoadedFromProfile( PROFILE_SLOT_MACHINE );
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SONGMAN->LoadAllFromProfileDir( MACHINE_PROFILE_DIR, PROFILE_SLOT_MACHINE );
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SONGMAN->FreeAllLoadedFromProfile( ProfileSlot_Machine );
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SONGMAN->LoadAllFromProfileDir( MACHINE_PROFILE_DIR, ProfileSlot_Machine );
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}
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bool ProfileManager::ProfileWasLoadedFromMemoryCard( PlayerNumber pn ) const
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@@ -544,10 +544,10 @@ CString ProfileManager::GetProfileDir( ProfileSlot slot ) const
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{
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switch( slot )
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{
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case PROFILE_SLOT_PLAYER_1:
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case PROFILE_SLOT_PLAYER_2:
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case ProfileSlot_Player1:
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case ProfileSlot_Player2:
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return m_sProfileDir[slot];
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case PROFILE_SLOT_MACHINE:
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case ProfileSlot_Machine:
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return MACHINE_PROFILE_DIR;
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default:
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ASSERT(0);
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@@ -558,10 +558,10 @@ CString ProfileManager::GetProfileDirImportedFrom( ProfileSlot slot ) const
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{
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switch( slot )
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{
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case PROFILE_SLOT_PLAYER_1:
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case PROFILE_SLOT_PLAYER_2:
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case ProfileSlot_Player1:
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case ProfileSlot_Player2:
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return m_sProfileDirImportedFrom[slot];
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case PROFILE_SLOT_MACHINE:
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case ProfileSlot_Machine:
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return NULL;
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default:
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ASSERT(0);
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@@ -572,10 +572,10 @@ const Profile* ProfileManager::GetProfile( ProfileSlot slot ) const
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{
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switch( slot )
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{
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case PROFILE_SLOT_PLAYER_1:
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case PROFILE_SLOT_PLAYER_2:
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case ProfileSlot_Player1:
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case ProfileSlot_Player2:
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return GetProfile( (PlayerNumber)slot );
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case PROFILE_SLOT_MACHINE:
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case ProfileSlot_Machine:
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return m_pMachineProfile;
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default:
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ASSERT(0);
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@@ -749,10 +749,10 @@ bool ProfileManager::IsPersistentProfile( ProfileSlot slot ) const
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{
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switch( slot )
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{
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case PROFILE_SLOT_PLAYER_1:
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case PROFILE_SLOT_PLAYER_2:
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case ProfileSlot_Player1:
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case ProfileSlot_Player2:
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return GAMESTATE->IsHumanPlayer((PlayerNumber)slot) && !m_sProfileDir[slot].empty();
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case PROFILE_SLOT_MACHINE:
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case ProfileSlot_Machine:
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return true;
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default:
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ASSERT(0);
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