don't DQ because of forced mods

This commit is contained in:
Chris Danford
2006-03-26 17:48:39 +00:00
parent fc3312f9be
commit ee8329cee6
6 changed files with 24 additions and 11 deletions
+6 -3
View File
@@ -378,8 +378,14 @@ void ScreenGameplay::Init( bool bUseSongBackgroundAndForeground )
this->FillPlayerInfo( m_vPlayerInfo );
ASSERT_M( !m_vPlayerInfo.empty(), "m_vPlayerInfo must be filled by FillPlayerInfo" );
/* Save selected options before we change them in ScreenInitCommand. */
GAMESTATE->StoreSelectedOptions();
ScreenWithMenuElements::Init();
/* Save selected stage options now that we've changed them in ScreenInitCommand. */
GAMESTATE->StoreStageOptions();
/* Pause MEMCARDMAN. If a memory card is removed, we don't want to interrupt the
* player by making a noise until the game finishes. */
if( !GAMESTATE->m_bDemonstrationOrJukebox )
@@ -398,9 +404,6 @@ void ScreenGameplay::Init( bool bUseSongBackgroundAndForeground )
if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
return; // ScreenDemonstration will move us to the next screen. We just need to survive for one update without crashing.
/* Save selected options before we change them. */
GAMESTATE->StoreSelectedOptions();
/* Save settings to the profile now. Don't do this on extra stages, since the
* user doesn't have full control; saving would force profiles to DIFFICULTY_HARD
* and save over their default modifiers every time someone got an extra stage.