Made profiles actually be checked.
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@@ -27,6 +27,7 @@ bool NetworkSyncManager::ChangedScoreboard() {}
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#include "GameState.h"
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#include "GameState.h"
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#include "StageStats.h"
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#include "StageStats.h"
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#include "Steps.h"
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#include "Steps.h"
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#include "PrefsManager.h"
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NetworkSyncManager::NetworkSyncManager()
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NetworkSyncManager::NetworkSyncManager()
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{
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{
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@@ -94,13 +95,17 @@ void NetworkSyncManager::PostStartUp(CString ServerIP)
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int ctr = 2 * 16 + 0;
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int ctr = 2 * 16 + 0;
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Write1(m_packet, (uint8_t) ctr);
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Write1(m_packet, (uint8_t) ctr);
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vector <CString> ProfileNames;
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vector <CString> profileNames;
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PROFILEMAN->GetLocalProfileNames(ProfileNames);
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PROFILEMAN->GetLocalProfileNames(profileNames);
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if( ProfileNames.size() > 0 )
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FOREACH_PlayerNumber(pn)
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WriteNT(m_packet,ProfileNames[0]);
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{
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if( ProfileNames.size() > 1 )
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int localID=atoi(PREFSMAN->m_sDefaultLocalProfileID[pn])-1;
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WriteNT(m_packet,ProfileNames[0]);
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if ((localID>=0)&&(localID<profileNames.size()))
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WriteNT(m_packet,profileNames[localID]);
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else
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WriteNT(m_packet,"[No Profile Set]");
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}
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NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
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NetPlayerClient->SendPack((char*)m_packet.Data,m_packet.Position);
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