working on explicit profile load/saves: do this in a screen, not implicitly
as part of other operations separate profile loads/locks for each player
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@@ -21,8 +21,10 @@ public:
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MemoryCardState GetCardState( PlayerNumber pn ) const { return m_State[pn]; }
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RString GetCardError( PlayerNumber pn ) const { return m_sError[pn]; }
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void LockCards(); // prevent removing or changing of memory cards
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void UnlockCards();
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void WaitForCheckingToComplete();
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bool CardInserted( PlayerNumber pn );
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void LockCard( PlayerNumber pn ); // prevent removing or changing of memory card
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void UnlockCard( PlayerNumber pn );
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bool MountCard( PlayerNumber pn, int iTimeout = 10 );
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bool MountCard( PlayerNumber pn, const UsbStorageDevice &d, int iTimeout = 10 );
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void UnmountCard( PlayerNumber pn );
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@@ -33,7 +35,7 @@ public:
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void PauseMountingThread( int iTimeout = 20 );
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void UnPauseMountingThread();
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bool GetCardsLocked() const { return m_bCardsLocked; }
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bool GetCardLocked( PlayerNumber pn ) const { return m_bCardLocked[pn]; }
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bool PathIsMemCard( RString sDir ) const;
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@@ -58,7 +60,7 @@ protected:
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vector<UsbStorageDevice> m_vStorageDevices; // all currently connected
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bool m_bCardsLocked;
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bool m_bCardLocked[NUM_PLAYERS];
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bool m_bMounted[NUM_PLAYERS]; // card is currently mounted
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UsbStorageDevice m_Device[NUM_PLAYERS]; // device in the memory card slot, blank if none
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