fix compile
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@@ -45,7 +45,8 @@ ScreenSelectMode::ScreenSelectMode( CString sClassName ) : ScreenSelect( sClassN
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{
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m_b2DAvailable = m_bCharsAvailable = false;
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for(int pn=0;pn<NUM_PLAYERS;pn++)
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int pn;
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for(pn=0;pn<NUM_PLAYERS;pn++)
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{
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m_iCurrentChar[pn]= -1; // minus 1 indicates no character.
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m_CurChar[pn].SetName(ssprintf("CharacterIconP%d",pn+1));
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@@ -89,7 +90,7 @@ ScreenSelectMode::ScreenSelectMode( CString sClassName ) : ScreenSelect( sClassN
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{
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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for(unsigned i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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@@ -270,7 +271,7 @@ void ScreenSelectMode::SetCharacters()
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{
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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for(unsigned i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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@@ -377,7 +378,7 @@ void ScreenSelectMode::MenuUp(PlayerNumber pn)
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{
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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for(unsigned i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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@@ -423,7 +424,7 @@ void ScreenSelectMode::MenuDown(PlayerNumber pn)
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{
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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for(unsigned i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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@@ -443,7 +444,7 @@ void ScreenSelectMode::MenuDown(PlayerNumber pn)
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m_CurChar[pn].UnloadTexture();
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if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
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{
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if(m_iCurrentChar[pn] < apCharactersToUse.size() - 1 || m_iCurrentChar[pn] == -1)
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if(m_iCurrentChar[pn] < (int)apCharactersToUse.size() - 1 || m_iCurrentChar[pn] == -1)
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m_iCurrentChar[pn]++;
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else
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m_iCurrentChar[pn] = -1; // set to no character
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