fix subtle bugs that caused inaccurate judgment totals with AI player
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@@ -100,7 +100,7 @@ void ScreenOptions::Init( InputMode im, OptionRow OptionRow[], int iNumOptionLin
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// init highlights and underlines
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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for( int l=0; l<m_iNumOptionRows; l++ )
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@@ -226,7 +226,7 @@ void ScreenOptions::InitOptionsText()
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( GAMESTATE->IsPlayerEnabled(p) )
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if( GAMESTATE->IsHumanPlayer(p) )
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{
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BitmapText &option = m_textItems[i][p];
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@@ -386,7 +386,7 @@ void ScreenOptions::UpdateEnabledDisabled()
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{
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bool bThisRowIsSelected = false;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) && m_iCurrentRow[p] == i )
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if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] == i )
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bThisRowIsSelected = true;
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m_sprBullets[i].SetDiffuse( bThisRowIsSelected ? colorSelected : colorNotSelected );
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@@ -403,7 +403,7 @@ void ScreenOptions::UpdateEnabledDisabled()
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bool bThisRowIsSelectedByBoth = true;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) && m_iCurrentRow[p] != i )
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if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != i )
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bThisRowIsSelectedByBoth = false;
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m_textItems[i][0].SetDiffuse( bThisRowIsSelectedByBoth ? colorNotSelected : colorSelected );
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if( bThisRowIsSelectedByBoth )
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@@ -511,7 +511,7 @@ void ScreenOptions::MenuStart( PlayerNumber pn )
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{
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bool bAllOnExit = true;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) && m_iCurrentRow[p] != m_iNumOptionRows )
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if( GAMESTATE->IsHumanPlayer(p) && m_iCurrentRow[p] != m_iNumOptionRows )
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bAllOnExit = false;
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if( m_iCurrentRow[pn] != m_iNumOptionRows ) // not on exit
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