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.
This commit is contained in:
Chris Danford
2004-08-09 05:01:24 +00:00
parent 404ed69faf
commit e435165014
15 changed files with 144 additions and 138 deletions
+4 -2
View File
@@ -95,6 +95,7 @@ void GameState::Reset()
{
EndGame();
MEMCARDMAN->LockCards( true );
ASSERT( THEME );
@@ -191,7 +192,6 @@ void GameState::Reset()
m_iCpuSkill[p] = 5;
}
MEMCARDMAN->LockCards( false );
LIGHTSMAN->SetLightsMode( LIGHTSMODE_ATTRACT );
@@ -218,6 +218,8 @@ void GameState::BeginGame()
// play attract on the ending screen, then in one more whole attract
// sequence after the game is over (even if attract sounds are set to off)
m_iNumTimesThroughAttract = -2;
MEMCARDMAN->LockCards( false );
}
void CheckStageStats( const StageStats &ss, int p )
@@ -247,7 +249,7 @@ void GameState::PlayersFinalized()
// apply saved default modifiers if any
FOREACH_HumanPlayer( pn )
{
PROFILEMAN->LoadFirstAvailableProfile( pn, false ); // load full profile
PROFILEMAN->LoadFirstAvailableProfile( pn ); // load full profile
if( !PROFILEMAN->IsUsingProfile(pn) )
continue; // skip