We don't know which players are joined until BeginScreen, so always load
assets for both players (fixes preload asserts). This isn't an important optimization point: it's not acceptable for a screen to be so much slower in 2-player than 1-player that this type of optimization would matter. Also, always loading both players will help reduce the chance of code that's too slow in 2-player not being noticed due to only being tested in 1-player.
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@@ -299,7 +299,7 @@ void OptionRow::InitText()
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{
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case LAYOUT_SHOW_ONE_IN_ROW:
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// init text
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FOREACH_HumanPlayer( p )
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FOREACH_PlayerNumber( p )
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{
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BitmapText *bt = new BitmapText( m_pParentType->m_textItemParent );
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m_textItems.push_back( bt );
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@@ -321,7 +321,7 @@ void OptionRow::InitText()
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// init underlines
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if( m_pParentType->SHOW_UNDERLINES )
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{
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FOREACH_HumanPlayer( p )
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FOREACH_PlayerNumber( p )
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{
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OptionsCursor *ul = new OptionsCursor( m_pParentType->m_UnderlineParent );
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m_Underline[p].push_back( ul );
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@@ -359,7 +359,7 @@ void OptionRow::InitText()
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// init underlines
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if( m_pParentType->SHOW_UNDERLINES )
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{
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FOREACH_HumanPlayer( p )
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FOREACH_PlayerNumber( p )
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{
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OptionsCursor *ul = new OptionsCursor( m_pParentType->m_UnderlineParent );
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m_Underline[p].push_back( ul );
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