only persist a subset of options that players would want to use for every song. When players turn on tricky options for the last song, they often forget to turn all of the tricky stuff off again in the next game.
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@@ -396,7 +396,7 @@ void GameState::SaveCurrentSettingsToProfile( PlayerNumber pn )
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Profile* pProfile = PROFILEMAN->GetProfile(pn);
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pProfile->m_bUsingProfileDefaultModifiers = true;
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pProfile->m_sDefaultModifiers = m_PlayerOptions[pn].GetString();
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pProfile->m_sDefaultModifiers = m_PlayerOptions[pn].GetSavedPrefsString();
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if( IsSongSort(m_SortOrder) )
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pProfile->m_SortOrder = m_SortOrder;
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if( m_PreferredDifficulty[pn] != DIFFICULTY_INVALID )
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@@ -636,6 +636,20 @@ bool PlayerOptions::ContainsTransformOrTurn() const
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return false;
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}
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CString PlayerOptions::GetSavedPrefsString() const
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{
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PlayerOptions po_prefs;
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#define SAVE(x) po_prefs.x = this->x;
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SAVE( m_fTimeSpacing );
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SAVE( m_fScrollSpeed );
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SAVE( m_fScrollBPM );
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SAVE( m_fScrolls[SCROLL_REVERSE] );
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SAVE( m_fPerspectiveTilt );
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SAVE( m_sNoteSkin );
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#undef SAVE
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return po_prefs.GetString();
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}
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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@@ -16,6 +16,7 @@ struct PlayerOptions
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void Init();
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void Approach( const PlayerOptions& other, float fDeltaSeconds );
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CString GetString() const;
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CString GetSavedPrefsString() const; // only the basic options that players would want for every song
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static CString ThemeMod( CString sOneMod );
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CString GetThemedString() const;
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void FromString( CString sOptions );
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