Memory card work: Show "CHECKING" when we've seen the card and
havn't finished checking it out yet (eg. write check). This improves responsiveness: a slow card will indicate that we see the card immediately, and it helps diagnostics since we can easily tell if the machine sees a card. Allow re- establishing a memory card removed after finalization, as long as it has the same serial number.
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@@ -109,19 +109,14 @@ void GameState::Reset()
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{
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EndGame();
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/* Don't do the OS mount for cards during the attract screens. Only do OS mounts in
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* the time between BeginGame and PlayersFinalized. I think we do that anyway (except
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* for background write tests, which happen anyway unless the memory card thread is
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* paused). Can we remove this? */
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MEMCARDMAN->LockCards();
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ASSERT( THEME );
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m_timeGameStarted.SetZero();
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m_pCurStyle = NULL;
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FOREACH_PlayerNumber( p )
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m_bSideIsJoined[p] = false;
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m_bPlayersFinalized = false;
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MEMCARDMAN->SetPlayersFinalized( false );
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MEMCARDMAN->UnlockCards();
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// m_iCoins = 0; // don't reset coin count!
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m_MasterPlayerNumber = PLAYER_INVALID;
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m_mapEnv.clear();
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@@ -161,6 +156,11 @@ void GameState::Reset()
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ResetMusicStatistics();
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ResetStageStatistics();
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FOREACH_PlayerNumber( pn )
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if( PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn) )
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PROFILEMAN->UnloadProfile( pn );
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SONGMAN->FreeAllLoadedFromProfiles();
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SONGMAN->UpdateBest();
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SONGMAN->UpdateShuffled();
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@@ -230,10 +230,10 @@ void GameState::BeginGame()
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void GameState::PlayersFinalized()
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{
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if( m_bPlayersFinalized )
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if( MEMCARDMAN->GetPlayersFinalized() )
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return;
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m_bPlayersFinalized = true;
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MEMCARDMAN->SetPlayersFinalized( true );
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MEMCARDMAN->LockCards();
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