make more info available from GetRankingFeats
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@@ -131,14 +131,13 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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int p;
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CStringArray asFeats[NUM_PLAYERS];
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vector<CString*> vpStringsToFill[NUM_PLAYERS];
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vector<GameState::RankingFeats> aFeats[NUM_PLAYERS];
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// Find out if players deserve to enter their name
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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GAMESTATE->GetRankingFeats( (PlayerNumber)p, asFeats[p], vpStringsToFill[p] );
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m_bStillEnteringName[p] = asFeats[p].size()>0;
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GAMESTATE->GetRankingFeats( (PlayerNumber)p, aFeats[p] );
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m_bStillEnteringName[p] = aFeats[p].size()>0;
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}
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if( !AnyStillEntering() )
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@@ -209,7 +208,15 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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m_textCategory[p].LoadFromFont( THEME->GetPathToF("ScreenNameEntry category") );
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m_textCategory[p].SetX( (float)GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] );
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m_textCategory[p].SetY( CATEGORY_Y );
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m_textCategory[p].SetText( join("\n", asFeats[p]) );
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CString joined;
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for( unsigned j = 0; j < aFeats[p].size(); ++j )
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{
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if( j )
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joined += "\n";
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joined += aFeats[p][j].Feat;
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}
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m_textCategory[p].SetText( joined );
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this->AddChild( &m_textCategory[p] );
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}
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