fix subtle bugs that caused inaccurate judgment totals with AI player
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@@ -183,7 +183,7 @@ void ScreenSelectDifficulty::UpdateSelectableChoices()
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}
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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if( GAMESTATE->IsHumanPlayer(p) )
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{
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MenuRight( (PlayerNumber)p );
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MenuLeft( (PlayerNumber)p );
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@@ -227,7 +227,7 @@ void ScreenSelectDifficulty::ChangePage( Page newPage )
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// If anyone has already chosen, don't allow changing of pages
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for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) && m_bChosen[p] )
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if( GAMESTATE->IsHumanPlayer(p) && m_bChosen[p] )
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return;
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bool bPageIncreasing = newPage > m_CurrentPage;
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@@ -257,7 +257,7 @@ void ScreenSelectDifficulty::ChangeWithinPage( PlayerNumber pn, int iNewChoice,
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{
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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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if( p!=pn && m_CurrentPage==PAGE_1 )
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@@ -333,7 +333,7 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
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// check to see if everyone has chosen
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && m_bChosen[p] == false )
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if( GAMESTATE->IsHumanPlayer((PlayerNumber)p) && m_bChosen[p] == false )
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return;
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}
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this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_CHOICE_SECONDS ); // tell our owner it's time to move on
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@@ -357,7 +357,7 @@ void ScreenSelectDifficulty::TweenOnScreen()
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
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if( !GAMESTATE->IsHumanPlayer((PlayerNumber)p) )
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continue;
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float fCursorX = GetCursorX( (PlayerNumber)p );
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@@ -380,7 +380,7 @@ void ScreenSelectDifficulty::TweenOffScreen()
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
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if( !GAMESTATE->IsHumanPlayer((PlayerNumber)p) )
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continue;
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m_sprCursor[p].Command( CURSOR_OFF_COMMAND );
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