force ScreenSelectProfile to load preferences; it doesn't increment playcount but i don't care right now
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@@ -67,9 +67,7 @@ bool ScreenSelectProfile::Finish(){
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// if profile indexes are the same for both players
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// if profile indexes are the same for both players
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if( GAMESTATE->GetNumPlayersEnabled() == 2 && m_iSelectedProfiles[0] == m_iSelectedProfiles[1] && m_iSelectedProfiles[0] > 0 )
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if( GAMESTATE->GetNumPlayersEnabled() == 2 && m_iSelectedProfiles[0] == m_iSelectedProfiles[1] && m_iSelectedProfiles[0] > 0 )
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{
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return false;
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return false;
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}
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int iUsedLocalProfiles = 0;
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int iUsedLocalProfiles = 0;
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int iUnselectedProfiles = 0;
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int iUnselectedProfiles = 0;
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@@ -108,6 +106,7 @@ bool ScreenSelectProfile::Finish(){
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{
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{
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PROFILEMAN->m_sDefaultLocalProfileID[p].Set( PROFILEMAN->GetLocalProfileIDFromIndex( m_iSelectedProfiles[p] - 1 ) );
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PROFILEMAN->m_sDefaultLocalProfileID[p].Set( PROFILEMAN->GetLocalProfileIDFromIndex( m_iSelectedProfiles[p] - 1 ) );
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PROFILEMAN->LoadLocalProfileFromMachine( p );
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PROFILEMAN->LoadLocalProfileFromMachine( p );
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GAMESTATE->LoadCurrentSettingsFromProfile(p);
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}
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}
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if( m_iSelectedProfiles[p] == 0 )
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if( m_iSelectedProfiles[p] == 0 )
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{
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{
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@@ -119,7 +118,10 @@ bool ScreenSelectProfile::Finish(){
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// Lock the card on successful load, so we won't allow it to be changed.
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// Lock the card on successful load, so we won't allow it to be changed.
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if( bSuccess )
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if( bSuccess )
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{
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GAMESTATE->LoadCurrentSettingsFromProfile(p);
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MEMCARDMAN->LockCard( p );
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MEMCARDMAN->LockCard( p );
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}
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}
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}
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}
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}
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StartTransitioningScreen( SM_GoToNextScreen );
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StartTransitioningScreen( SM_GoToNextScreen );
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