sync controls cleanup:
move sync display/saving out of complicated ScreenGameplay show sync UI in editor playback as well as gameplay revert sync from in-memory backup, not from disk move more functions into debug overlay
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@@ -446,15 +446,11 @@ retry:
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m_sLastLoadedBackgroundPath = sNewBGA;
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}
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bool bWasOnSystemMenu = GAMESTATE->m_bIsOnSystemMenu;
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if( THEME->HasMetric(sScreenName,"AllowOperatorMenuButton") )
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GAMESTATE->m_bIsOnSystemMenu = !THEME->GetMetricB( sScreenName,"AllowOperatorMenuButton" );
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else
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GAMESTATE->m_bIsOnSystemMenu = false;
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bool bWasOnSystemMenu = pOldTopScreen && pOldTopScreen->GetScreenType() == system_menu;
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bool bIsOnSystemMenu = pNewScreen->GetScreenType() == system_menu;
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// If we're exiting a system menu, persist settings in case we don't exit normally
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if( bWasOnSystemMenu && !GAMESTATE->m_bIsOnSystemMenu )
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if( bWasOnSystemMenu && !bIsOnSystemMenu )
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PREFSMAN->SaveGlobalPrefsToDisk();
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LOG->Trace("... SetFromNewScreen");
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@@ -484,7 +480,7 @@ void ScreenManager::Prompt( ScreenMessage smSendOnPop, const CString &sText, Pro
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m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
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// add the new state onto the back of the array
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Screen *pNewScreen = new ScreenPrompt( smSendOnPop, sText, type, defaultAnswer, OnYes, OnNo, pCallbackData);
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Screen *pNewScreen = new ScreenPrompt( "ScreenPrompt", smSendOnPop, sText, type, defaultAnswer, OnYes, OnNo, pCallbackData);
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pNewScreen->Init();
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this->ZeroNextUpdate();
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SetFromNewScreen( pNewScreen, true );
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