clean up memory card logic:
- Don't do the OS mount for cards during the attract screens. Only do OS mounts in the time between BeginGame and PlayersFinalized. - Remove logic for fast load of a Profile from the MemoryCard. Instead, load the whole profile all at once on PlayersFinalized.
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@@ -95,6 +95,7 @@ void GameState::Reset()
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{
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EndGame();
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MEMCARDMAN->LockCards( true );
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ASSERT( THEME );
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@@ -191,7 +192,6 @@ void GameState::Reset()
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m_iCpuSkill[p] = 5;
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}
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MEMCARDMAN->LockCards( false );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_ATTRACT );
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@@ -218,6 +218,8 @@ void GameState::BeginGame()
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// play attract on the ending screen, then in one more whole attract
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// sequence after the game is over (even if attract sounds are set to off)
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m_iNumTimesThroughAttract = -2;
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MEMCARDMAN->LockCards( false );
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}
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void CheckStageStats( const StageStats &ss, int p )
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@@ -247,7 +249,7 @@ void GameState::PlayersFinalized()
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// apply saved default modifiers if any
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FOREACH_HumanPlayer( pn )
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{
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PROFILEMAN->LoadFirstAvailableProfile( pn, false ); // load full profile
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PROFILEMAN->LoadFirstAvailableProfile( pn ); // load full profile
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if( !PROFILEMAN->IsUsingProfile(pn) )
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continue; // skip
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