fix SaveSync prompt. Make it a Screen again so that it can be used in branching and doesn't need to be integrated into an already-complicated ScreenGameplay.
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@@ -1974,7 +1974,7 @@ void ScreenEdit::TransitionEditState( EditState em )
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case STATE_PLAYING:
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if( GAMESTATE->IsSyncDataChanged() )
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ScreenSaveSync::SaveSync();
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ScreenSaveSync::PromptSaveSync();
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break;
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case STATE_RECORDING:
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