export and import separately for each player
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@@ -151,7 +151,8 @@ void ScreenOptions::InitMenu( InputMode im, const vector<OptionRowDefinition> &v
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row.LoadMetrics( OPTION_ROW_TYPE );
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row.LoadNormal( vDefs[r], vHands[r], bFirstRowGoesDown );
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this->ImportOptions( r );
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FOREACH_HumanPlayer( p )
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this->ImportOptions( r, p );
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CHECKPOINT_M( ssprintf("row %i: %s", r, row.GetRowDef().name.c_str()) );
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@@ -524,7 +525,8 @@ void ScreenOptions::HandleScreenMessage( const ScreenMessage SM )
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break;
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case SM_GoToNextScreen:
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for( unsigned r=0; r<m_Rows.size(); r++ ) // foreach row
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this->ExportOptions(r);
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FOREACH_HumanPlayer( p )
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this->ExportOptions( r, p );
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this->GoToNextScreen();
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break;
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case SM_BeginFadingOut:
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@@ -983,7 +985,8 @@ void ScreenOptions::ChangeValueInRow( PlayerNumber pn, int iDelta, bool Repeat )
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m_SoundChangeCol.Play();
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if( row.GetRowDef().m_bExportOnChange )
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ExportOptions( iCurRow );
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FOREACH_HumanPlayer( p )
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ExportOptions( iCurRow, p );
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}
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