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Rename one of the IterateSettings overloads.
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@@ -1073,7 +1073,7 @@ static const ConfigSectionSettings sectionDescs[] = {
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const size_t numSections = ARRAY_SIZE(sectionDescs);
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static void IterateSettings(IniFile &iniFile, std::function<void(char *owner, Section *section, const ConfigSetting &setting)> func) {
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static void IterateSettingsIni(IniFile &iniFile, std::function<void(char *owner, Section *section, const ConfigSetting &setting)> func) {
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for (size_t i = 0; i < numSections; ++i) {
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Section *section = iniFile.GetOrCreateSection(sectionDescs[i].section);
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char *owner = sectionDescs[i].owner;
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@@ -1185,8 +1185,8 @@ bool Config::LoadAppendedConfig() {
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return false;
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}
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IterateSettings(iniFile, [&iniFile](char *owner, Section *section, const ConfigSetting &setting) {
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if (iniFile.Exists(section->name().c_str(), setting.iniKey_)) {
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IterateSettingsIni(iniFile, [&iniFile](char *owner, Section *section, const ConfigSetting &setting) {
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if (section->Exists(setting.iniKey_)) {
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setting.ReadFromIniSection(owner, section);
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}
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});
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@@ -1232,7 +1232,7 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename) {
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// Continue anyway to initialize the config.
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}
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IterateSettings(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) {
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IterateSettingsIni(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) {
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setting.ReadFromIniSection(owner, section);
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});
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@@ -1374,7 +1374,7 @@ bool Config::Save(const char *saveReason) {
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// Need to do this somewhere...
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bFirstRun = false;
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IterateSettings(iniFile, [&](const char *owner, Section *section, const ConfigSetting &setting) {
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IterateSettingsIni(iniFile, [&](const char *owner, Section *section, const ConfigSetting &setting) {
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if (!bGameSpecific || !setting.PerGame()) {
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setting.WriteToIniSection(owner, section);
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}
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@@ -1663,7 +1663,7 @@ bool Config::saveGameConfig(const std::string &pGameId, const std::string &title
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PreSaveCleanup(true);
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IterateSettings(iniFile, [](const char *owner, Section *section, const ConfigSetting &setting) {
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IterateSettingsIni(iniFile, [](const char *owner, Section *section, const ConfigSetting &setting) {
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if (setting.PerGame()) {
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setting.WriteToIniSection(owner, section);
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}
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@@ -1722,7 +1722,7 @@ bool Config::loadGameConfig(const std::string &pGameId, const std::string &title
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vPostShaderNames.push_back(v);
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}
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IterateSettings(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) {
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IterateSettingsIni(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) {
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if (setting.PerGame()) {
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setting.ReadFromIniSection(owner, section);
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}
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@@ -1749,7 +1749,7 @@ void Config::unloadGameConfig() {
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iniFile.Load(iniFilename_);
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// Reload game specific settings back to standard.
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IterateSettings(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) {
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IterateSettingsIni(iniFile, [](char *owner, const Section *section, const ConfigSetting &setting) {
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if (setting.PerGame()) {
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setting.ReadFromIniSection(owner, section);
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}
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