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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@@ -17,6 +17,7 @@ bool ScreenPrompt::s_bCancelledLast = false;
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//REGISTER_SCREEN_CLASS( ScreenPrompt );
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ScreenPrompt::ScreenPrompt(
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const CString &sScreenName,
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ScreenMessage smSendOnPop,
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CString sText,
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PromptType type,
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@@ -25,7 +26,7 @@ ScreenPrompt::ScreenPrompt(
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void(*OnNo)(void*),
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void* pCallbackData
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) :
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Screen("ScreenPrompt")
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Screen( sScreenName )
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{
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m_bIsTransparent = true; // draw screens below us
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@@ -130,9 +131,14 @@ void ScreenPrompt::HandleScreenMessage( const ScreenMessage SM )
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case SM_DoneOpeningWipingLeft:
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break;
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case SM_DoneOpeningWipingRight:
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SCREENMAN->PopTopScreen( m_smSendOnPop );
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if( SCREENMAN->IsStackedScreen(this) )
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SCREENMAN->PopTopScreen( m_smSendOnPop );
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else
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this->HandleScreenMessage( SM_GoToNextScreen );
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break;
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}
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Screen::HandleScreenMessage( SM );
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}
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void ScreenPrompt::Change( int dir )
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@@ -160,11 +166,17 @@ void ScreenPrompt::MenuRight( PlayerNumber pn )
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void ScreenPrompt::MenuStart( PlayerNumber pn )
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{
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if( m_Out.IsTransitioning() || m_Cancel.IsTransitioning() )
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return;
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End( false );
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}
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void ScreenPrompt::MenuBack( PlayerNumber pn )
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{
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if( m_Out.IsTransitioning() || m_Cancel.IsTransitioning() )
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return;
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switch( m_PromptType )
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{
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case PROMPT_OK:
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