rename: IsUsingProfile -> IsPersistentProfile
Don't require IsPersistentProfile in some places related to fitness mode where a non-persistent Profile will suffice
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@@ -130,11 +130,11 @@ bool GameCommand::DescribesCurrentMode( PlayerNumber pn ) const
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return false;
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if( m_SortOrder != SORT_INVALID && GAMESTATE->m_PreferredSortOrder != m_SortOrder )
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return false;
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if( m_iWeightPounds != -1 && PROFILEMAN->IsUsingProfile(pn) && PROFILEMAN->GetProfile(pn)->m_iWeightPounds != m_iWeightPounds )
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if( m_iWeightPounds != -1 && PROFILEMAN->GetProfile(pn)->m_iWeightPounds != m_iWeightPounds )
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return false;
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if( m_iGoalCalories != -1 && PROFILEMAN->IsUsingProfile(pn) && PROFILEMAN->GetProfile(pn)->m_iGoalCalories != m_iGoalCalories )
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if( m_iGoalCalories != -1 && PROFILEMAN->GetProfile(pn)->m_iGoalCalories != m_iGoalCalories )
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return false;
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if( m_GoalType != GOAL_INVALID && PROFILEMAN->IsUsingProfile(pn) && PROFILEMAN->GetProfile(pn)->m_GoalType != m_GoalType )
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if( m_GoalType != GOAL_INVALID && PROFILEMAN->GetProfile(pn)->m_GoalType != m_GoalType )
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return false;
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return true;
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@@ -768,16 +768,13 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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SOUND->PlayOnce( THEME->GetPathToS( m_sSoundPath ) );
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if( m_iWeightPounds != -1 )
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FOREACH_CONST( PlayerNumber, vpns, pn )
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if( PROFILEMAN->IsUsingProfile(*pn) )
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PROFILEMAN->GetProfile(*pn)->m_iWeightPounds = m_iWeightPounds;
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PROFILEMAN->GetProfile(*pn)->m_iWeightPounds = m_iWeightPounds;
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if( m_iGoalCalories != -1 )
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FOREACH_CONST( PlayerNumber, vpns, pn )
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if( PROFILEMAN->IsUsingProfile(*pn) )
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PROFILEMAN->GetProfile(*pn)->m_iGoalCalories = m_iGoalCalories;
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PROFILEMAN->GetProfile(*pn)->m_iGoalCalories = m_iGoalCalories;
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if( m_GoalType != GOAL_INVALID )
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FOREACH_CONST( PlayerNumber, vpns, pn )
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if( PROFILEMAN->IsUsingProfile(*pn) )
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PROFILEMAN->GetProfile(*pn)->m_GoalType = m_GoalType;
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PROFILEMAN->GetProfile(*pn)->m_GoalType = m_GoalType;
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/* If we're going to stop music, do so before preparing new screens, so we don't
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* stop music between preparing screens and loading screens. */
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