Fix: Difficulty issues, and rainbow issues.
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@@ -108,6 +108,8 @@ void ScreenNetEvaluation::HandleScreenMessage( const ScreenMessage SM )
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m_textUsers[i].SetText( NSMAN->m_PlayerNames[NSMAN->m_EvalPlayerData[i].name] );
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m_textUsers[i].SetText( NSMAN->m_PlayerNames[NSMAN->m_EvalPlayerData[i].name] );
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if ( NSMAN->m_EvalPlayerData[i].grade < GRADE_TIER_3 ) //Yes, hardcoded (I'd like to leave it that way)
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if ( NSMAN->m_EvalPlayerData[i].grade < GRADE_TIER_3 ) //Yes, hardcoded (I'd like to leave it that way)
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m_textUsers[i].TurnRainbowOn();
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m_textUsers[i].TurnRainbowOn();
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else
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m_textUsers[i].TurnRainbowOff();
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ON_COMMAND( m_textUsers[i] );
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ON_COMMAND( m_textUsers[i] );
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}
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}
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return; //no need to let ScreenEvaluation get ahold of this.
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return; //no need to let ScreenEvaluation get ahold of this.
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@@ -616,12 +616,17 @@ void ScreenNetSelectMusic::StartSelectedSong()
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void ScreenNetSelectMusic::UpdateDifficulties( PlayerNumber pn )
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void ScreenNetSelectMusic::UpdateDifficulties( PlayerNumber pn )
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{
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{
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if ( ( m_DC[pn] < DIFFICULTY_EDIT ) && ( m_DC[pn] >= DIFFICULTY_BEGINNER ) )
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m_DifficultyIcon[pn].SetFromDifficulty( pn, m_DC[pn] );
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m_DifficultyIcon[pn].SetFromDifficulty( pn, m_DC[pn] );
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else
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m_DifficultyIcon[pn].SetFromSteps( pn, NULL ); //It will blank it out
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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if ( m_DC[pn] != NUM_DIFFICULTIES )
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if ( ( m_DC[pn] < NUM_DIFFICULTIES ) && ( m_DC[pn] >= DIFFICULTY_BEGINNER ) )
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m_DifficultyMeters[pn].SetFromSteps( GAMESTATE->m_pCurSong->GetStepsByDifficulty( st, m_DC[pn] ) );
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m_DifficultyMeters[pn].SetFromSteps( GAMESTATE->m_pCurSong->GetStepsByDifficulty( st, m_DC[pn] ) );
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else
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else
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m_DifficultyMeters[pn].SetFromMeterAndDifficulty( 0, m_DC[pn] );
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m_DifficultyMeters[pn].SetFromMeterAndDifficulty( 0, DIFFICULTY_BEGINNER );
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}
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}
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void ScreenNetSelectMusic::UpdateSongsListPos()
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void ScreenNetSelectMusic::UpdateSongsListPos()
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