const fix
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@@ -104,9 +104,9 @@ public:
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float GetX() const { return m_current.pos.x; };
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float GetY() const { return m_current.pos.y; };
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float GetZ() const { return m_current.pos.z; };
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float GetDestX() { return DestTweenState().pos.x; };
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float GetDestY() { return DestTweenState().pos.y; };
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float GetDestZ() { return DestTweenState().pos.z; };
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float GetDestX() const { return DestTweenState().pos.x; };
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float GetDestY() const { return DestTweenState().pos.y; };
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float GetDestZ() const { return DestTweenState().pos.z; };
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void SetX( float x ) { DestTweenState().pos.x = x; };
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void SetY( float y ) { DestTweenState().pos.y = y; };
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void SetZ( float z ) { DestTweenState().pos.z = z; };
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@@ -116,10 +116,10 @@ public:
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void AddZ( float z ) { SetZ( GetDestZ()+z ); }
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// height and width vary depending on zoom
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float GetUnzoomedWidth() { return m_size.x; }
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float GetUnzoomedHeight() { return m_size.y; }
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float GetZoomedWidth() { return m_size.x * m_baseScale.x * DestTweenState().scale.x; }
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float GetZoomedHeight() { return m_size.y * m_baseScale.y * DestTweenState().scale.y; }
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float GetUnzoomedWidth() const { return m_size.x; }
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float GetUnzoomedHeight() const { return m_size.y; }
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float GetZoomedWidth() const { return m_size.x * m_baseScale.x * DestTweenState().scale.x; }
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float GetZoomedHeight() const { return m_size.y * m_baseScale.y * DestTweenState().scale.y; }
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void SetWidth( float width ) { m_size.x = width; }
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void SetHeight( float height ) { m_size.y = height; }
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@@ -208,7 +208,7 @@ public:
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virtual void HurryTweening( float factor );
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// Let ActorFrame and BGAnimation override
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virtual float GetTweenTimeLeft() const; // Amount of time until all tweens have stopped
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TweenState& DestTweenState() // where Actor will end when its tween finish
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TweenState& DestTweenState() // where Actor will end when its tween finish
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{
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if( m_pTempState != NULL ) // effect_lua running
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return *m_pTempState;
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@@ -217,6 +217,7 @@ public:
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else
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return m_Tweens.back()->state;
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}
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const TweenState& DestTweenState() const { return const_cast<Actor*>(this)->DestTweenState(); }
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enum StretchType { fit_inside, cover };
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@@ -740,7 +740,7 @@ void OptionRow::SetOptionIcon( PlayerNumber pn, const CString &sText, GameComman
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LUA->UnsetGlobal( "ThisGameCommand" );
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}
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BitmapText &OptionRow::GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow )
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const BitmapText &OptionRow::GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ) const
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{
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bool bOneChoice = m_RowDef.m_bOneChoiceForAllPlayers;
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int index = -1;
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@@ -763,9 +763,9 @@ BitmapText &OptionRow::GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow )
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return *m_textItems[index];
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}
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void OptionRow::GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut )
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void OptionRow::GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ) const
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{
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BitmapText &text = GetTextItemForRow( pn, iChoiceOnRow );
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const BitmapText &text = GetTextItemForRow( pn, iChoiceOnRow );
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iWidthOut = int(roundf( text.GetZoomedWidth() ));
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iXOut = int(roundf( text.GetDestX() ));
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@@ -188,12 +188,12 @@ public:
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RowType GetRowType() const { return m_RowType; }
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OptionRowHandler *GetHandler() { return m_pHand; }
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BitmapText &GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow );
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void GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut );
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const BitmapText &GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow ) const;
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void GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ) const;
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// ScreenOptions calls positions m_FrameDestination, then m_Frame tween to that same TweenState.
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void SetRowHidden( bool bRowHidden ) { m_bHidden = bRowHidden; }
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bool GetRowHidden() { return m_bHidden; }
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bool GetRowHidden() const { return m_bHidden; }
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unsigned GetTextItemsSize() const { return m_textItems.size(); }
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bool GetFirstItemGoesDown() const { return m_bFirstItemGoesDown; }
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@@ -134,7 +134,7 @@ void ScreenOptionsMaster::BeginFadingOut()
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int iCurRow = this->GetCurrentRow();
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ASSERT( iCurRow >= 0 && iCurRow < (int)m_pRows.size() );
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OptionRow &row = *m_pRows[iCurRow];
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const OptionRow &row = *m_pRows[iCurRow];
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{
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int iChoice = row.GetChoiceInRowWithFocus( GAMESTATE->m_MasterPlayerNumber );
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@@ -143,7 +143,7 @@ void ScreenOptionsMaster::BeginFadingOut()
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// not the "goes down" item
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if( iChoice != -1 && iCurRow < (int) m_OptionRowHandlers.size() )
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{
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OptionRowHandler *pHand = m_OptionRowHandlers[iCurRow];
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const OptionRowHandler *pHand = m_OptionRowHandlers[iCurRow];
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if( pHand != NULL )
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m_bExportWillSetANewScreen = pHand->HasScreen( iChoice );
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}
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