merge MountUsedCard and MountCard
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@@ -633,7 +633,7 @@ void GameCommand::Apply( const vector<PlayerNumber> &vpns ) const
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if( MEMCARDMAN->GetCardState(pn) != MEMORY_CARD_STATE_READY )
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continue; // skip
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MEMCARDMAN->MountUsedCard(pn);
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MEMCARDMAN->MountCard(pn);
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bTriedToSave = true;
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@@ -664,7 +664,7 @@ void GameCommand::Apply( const vector<PlayerNumber> &vpns ) const
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if( MEMCARDMAN->GetCardState(pn) != MEMORY_CARD_STATE_READY )
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continue; // skip
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MEMCARDMAN->MountUsedCard(pn);
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MEMCARDMAN->MountCard(pn);
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bTriedToLoad = true;
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@@ -235,7 +235,7 @@ 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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MEMCARDMAN->MountUsedCard( pn );
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MEMCARDMAN->MountCard( pn );
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PROFILEMAN->LoadFirstAvailableProfile( pn ); // load full profile
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@@ -358,7 +358,7 @@ void GameState::EndGame()
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continue;
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if( PROFILEMAN->ProfileWasLoadedFromMemoryCard(pn) )
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MEMCARDMAN->MountUsedCard( pn );
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MEMCARDMAN->MountCard( pn );
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PROFILEMAN->SaveProfile( pn );
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MEMCARDMAN->UnmountCard( pn );
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@@ -233,21 +233,12 @@ void MemoryCardManager::UnlockCards()
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m_pDriver->SetMountThreadState( MemoryCardDriver::detect_and_mount );
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}
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/* Called in EndGame just before writing the profile. Should block. */
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void MemoryCardManager::MountUsedCard( PlayerNumber pn )
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{
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if( m_Device[pn].IsBlank() ) // they don't have an assigned card
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return;
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MountCard( pn );
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}
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/* Called just before reading or writing to the memory card. Should block. */
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void MemoryCardManager::MountCard( PlayerNumber pn )
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{
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ASSERT( !m_Device[pn].IsBlank() );
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if( !m_Device[pn].bWriteTestSucceeded || m_bTooLate[pn] )
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if( GetCardState(pn) != MEMORY_CARD_STATE_READY )
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return;
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ASSERT( !m_Device[pn].IsBlank() );
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/* Pause the mounting thread when we mount the first drive. */
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bool bStartingMemoryCardAccess = true;
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@@ -21,7 +21,6 @@ public:
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void LockCards(); // prevent removing or changing of memory cards
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void UnlockCards();
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void MountUsedCard( PlayerNumber pn );
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void MountCard( PlayerNumber pn );
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void UnmountCard( PlayerNumber pn );
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