clean up memory card logic

This commit is contained in:
Chris Danford
2004-01-03 03:42:40 +00:00
parent 0cc7d74e3e
commit 97146abaaf
13 changed files with 228 additions and 343 deletions
+4 -4
View File
@@ -71,7 +71,8 @@ public:
void GetLocalProfileIDs( vector<CString> &asProfileIDsOut );
void GetLocalProfileNames( vector<CString> &asNamesOut );
bool LoadFirstAvailableProfile( PlayerNumber pn );
bool LoadProfileFromMemoryCard( PlayerNumber pn );
bool LoadFirstAvailableProfile( PlayerNumber pn ); // memory card or local profile
bool SaveProfile( PlayerNumber pn );
void UnloadProfile( PlayerNumber pn );
@@ -83,7 +84,7 @@ public:
Profile* GetMachineProfile() { return &m_MachineProfile; }
CString GetPlayerName( PlayerNumber pn );
bool IsUsingMemoryCard( PlayerNumber pn ) { return m_bUsingMemoryCard[pn]; }
bool ProfileWasLoadedFromMemoryCard( PlayerNumber pn );
//
@@ -134,7 +135,6 @@ public:
private:
bool LoadDefaultProfileFromMachine( PlayerNumber pn );
bool CreateMemoryCardProfile( PlayerNumber pn );
bool LoadProfileFromMemoryCard( PlayerNumber pn );
bool LoadProfile( PlayerNumber pn, CString sProfileDir, bool bIsMemCard );
bool CreateProfile( CString sProfileDir, CString sName );
@@ -142,7 +142,7 @@ private:
// on a memory card.
CString m_sProfileDir[NUM_PLAYERS];
bool m_bUsingMemoryCard[NUM_PLAYERS];
bool m_bWasLoadedFromMemoryCard[NUM_PLAYERS];
// actual loaded profile data
Profile m_Profile[NUM_PLAYERS];