switch -> if
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@@ -208,24 +208,24 @@ void Screen::Input( const InputEventPlus &input )
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void Screen::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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if( SM == SM_MenuTimer )
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{
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case SM_MenuTimer:
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FOREACH_HumanPlayer(p)
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MenuStart( p );
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break;
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case SM_GoToNextScreen:
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}
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else if( SM == SM_GoToNextScreen )
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{
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if( SCREENMAN->IsStackedScreen(this) )
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SCREENMAN->PopTopScreen( m_smSendOnPop );
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else
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SCREENMAN->SetNewScreen( GetNextScreen() );
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break;
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case SM_GoToPrevScreen:
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}
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else if( SM == SM_GoToPrevScreen )
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{
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if( SCREENMAN->IsStackedScreen(this) )
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SCREENMAN->PopTopScreen( m_smSendOnPop );
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else
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SCREENMAN->SetNewScreen( GetPrevScreen() );
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break;
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}
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}
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@@ -113,16 +113,14 @@ void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
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{
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Screen::HandleScreenMessage( SM );
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switch( SM )
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if( SM == SM_MenuTimer )
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{
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case SM_MenuTimer:
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if( GAMESTATE->GetNumSidesJoined() == 0 )
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{
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MenuStart(PLAYER_1);
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}
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StartTransitioningScreen( SM_GoToNextScreen );
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break;
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}
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ScreenWithMenuElements::HandleScreenMessage( SM );
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@@ -280,18 +280,18 @@ void ScreenHowToPlay::Update( float fDelta )
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void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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if( SM == SM_GainFocus )
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{
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case SM_GainFocus:
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/* We do this ourself. */
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SOUND->HandleSongTimer( false );
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break;
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case SM_LoseFocus:
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}
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else if( SM == SM_LoseFocus )
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{
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SOUND->HandleSongTimer( true );
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break;
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case SM_GoToNextScreen:
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}
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else if( SM == SM_GoToNextScreen )
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{
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GAMESTATE->Reset();
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break;
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}
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ScreenAttract::HandleScreenMessage( SM );
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}
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@@ -366,28 +366,25 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
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void ScreenNameEntry::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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if( SM == SM_MenuTimer )
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{
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case SM_MenuTimer:
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if( !m_Out.IsTransitioning() )
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{
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FOREACH_PlayerNumber( p )
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this->MenuStart( p );
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}
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break;
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case SM_GoToNextScreen:
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{
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GAMESTATE->RestoreSelectedOptions();
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}
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else if( SM == SM_GoToNextScreen )
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{
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GAMESTATE->RestoreSelectedOptions();
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// There shouldn't be NameEntry in event mode. -Chris
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// /* Hack: go back to the select course screen in event mode. */
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// if( GAMESTATE->GetEventMode() && GAMESTATE->IsCourseMode() )
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// {
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// SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
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// break;
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// }
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}
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break;
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// There shouldn't be NameEntry in event mode. -Chris
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// /* Hack: go back to the select course screen in event mode. */
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// if( GAMESTATE->GetEventMode() && GAMESTATE->IsCourseMode() )
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// {
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// SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
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// break;
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// }
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}
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Screen::HandleScreenMessage( SM );
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@@ -172,18 +172,20 @@ void ScreenSelectCharacter::Input( const InputEventPlus &input )
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void ScreenSelectCharacter::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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if( SM == SM_BeginFadingOut )
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{
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case SM_BeginFadingOut:
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StartTransitioningScreen( SM_GoToNextScreen );
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return;
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case SM_MenuTimer:
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}
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else if( SM == SM_MenuTimer )
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{
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MenuStart(PLAYER_1);
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if( !AllAreFinishedChoosing() )
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ResetTimer();
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return;
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}
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Screen::HandleScreenMessage( SM );
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else
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{
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Screen::HandleScreenMessage( SM );
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}
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}
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PlayerNumber ScreenSelectCharacter::GetAffectedPlayerNumber( PlayerNumber pn )
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@@ -138,9 +138,8 @@ void ScreenSelectGroup::Input( const InputEventPlus &input )
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void ScreenSelectGroup::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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if( SM == SM_BeginFadingOut )
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{
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case SM_BeginFadingOut:
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StartTransitioningScreen( SM_GoToNextScreen );
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return;
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}
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@@ -243,14 +243,10 @@ void ScreenSelectMode::UpdateSelectableChoices()
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void ScreenSelectMode::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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if( SM == SM_MenuTimer )
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{
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case SM_MenuTimer:
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{
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m_bSelected = true;
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SetCharacters();
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}
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break;
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m_bSelected = true;
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SetCharacters();
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}
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ScreenSelect::HandleScreenMessage(SM);
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}
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@@ -98,12 +98,8 @@ void ScreenTestLights::Input( const InputEventPlus &input )
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void ScreenTestLights::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_LoseFocus:
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if( SM == SM_LoseFocus )
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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break;
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}
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}
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void ScreenTestLights::MenuLeft( PlayerNumber pn )
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