don't DQ because of forced mods
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@@ -378,8 +378,14 @@ void ScreenGameplay::Init( bool bUseSongBackgroundAndForeground )
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this->FillPlayerInfo( m_vPlayerInfo );
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ASSERT_M( !m_vPlayerInfo.empty(), "m_vPlayerInfo must be filled by FillPlayerInfo" );
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/* Save selected options before we change them in ScreenInitCommand. */
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GAMESTATE->StoreSelectedOptions();
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ScreenWithMenuElements::Init();
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/* Save selected stage options now that we've changed them in ScreenInitCommand. */
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GAMESTATE->StoreStageOptions();
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/* Pause MEMCARDMAN. If a memory card is removed, we don't want to interrupt the
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* player by making a noise until the game finishes. */
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if( !GAMESTATE->m_bDemonstrationOrJukebox )
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@@ -398,9 +404,6 @@ void ScreenGameplay::Init( bool bUseSongBackgroundAndForeground )
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if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
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return; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
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/* Save selected options before we change them. */
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GAMESTATE->StoreSelectedOptions();
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/* Save settings to the profile now. Don't do this on extra stages, since the
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* user doesn't have full control; saving would force profiles to DIFFICULTY_HARD
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* and save over their default modifiers every time someone got an extra stage.
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