add default character so Rave/Battle is playable without character models
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@@ -176,9 +176,11 @@ void ScreenPlayerOptions::ImportOptions()
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//
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m_OptionRow[PO_CHARACTER].choices.clear();
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m_OptionRow[PO_CHARACTER].choices.push_back( "OFF" );
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for( i=0; i<GAMESTATE->m_pCharacters.size(); i++ )
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for( i=0; i<apCharacters.size(); i++ )
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{
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CString s = GAMESTATE->m_pCharacters[i]->m_sName;
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CString s = apCharacters[i]->m_sName;
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s.MakeUpper();
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m_OptionRow[PO_CHARACTER].choices.push_back( s );
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}
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@@ -293,8 +295,10 @@ void ScreenPlayerOptions::ImportOptions()
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m_iSelectedOption[p][PO_PERSPECTIVE] = n;
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}
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for( i=0; i<GAMESTATE->m_pCharacters.size(); i++ )
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if( GAMESTATE->m_pCurCharacters[p] == GAMESTATE->m_pCharacters[i] )
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for( i=0; i<apCharacters.size(); i++ )
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if( GAMESTATE->m_pCurCharacters[p] == apCharacters[i] )
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m_iSelectedOption[p][PO_CHARACTER] = i+1;
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/* Why do this? We don't want to erase if we back out. */
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@@ -430,7 +434,9 @@ void ScreenPlayerOptions::ExportOptions()
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else
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{
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int choice = m_iSelectedOption[p][PO_CHARACTER] - 1;
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GAMESTATE->m_pCurCharacters[p] = GAMESTATE->m_pCharacters[choice];
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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GAMESTATE->m_pCurCharacters[p] = apCharacters[choice];
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}
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}
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}
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