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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@@ -26,7 +26,7 @@ namespace
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void *g_pCallbackData;
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};
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void ScreenPrompt::Prompt( ScreenMessage smSendOnPop, const CString &sText, PromptType type, PromptAnswer defaultAnswer, void(*OnYes)(void*), void(*OnNo)(void*), void* pCallbackData )
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void ScreenPrompt::SetPromptSettings( const CString &sText, PromptType type, PromptAnswer defaultAnswer, void(*OnYes)(void*), void(*OnNo)(void*), void* pCallbackData )
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{
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g_sText = sText;
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g_PromptType = type;
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@@ -34,11 +34,17 @@ void ScreenPrompt::Prompt( ScreenMessage smSendOnPop, const CString &sText, Prom
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g_pOnYes = OnYes;
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g_pOnNo = OnNo;
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g_pCallbackData = pCallbackData;
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}
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void ScreenPrompt::Prompt( ScreenMessage smSendOnPop, const CString &sText, PromptType type, PromptAnswer defaultAnswer, void(*OnYes)(void*), void(*OnNo)(void*), void* pCallbackData )
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{
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SetPromptSettings( sText, type, defaultAnswer, OnYes, OnNo, pCallbackData );
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SCREENMAN->AddNewScreenToTop( "ScreenPrompt", smSendOnPop );
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}
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REGISTER_SCREEN_CLASS( ScreenPrompt );
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ScreenPrompt::ScreenPrompt( const CString &sScreenName ):
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ScreenWithMenuElements( sScreenName )
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