bullet -> RowFrame, separate normal row and exit row graphics, break cursor and underline into per-player graphics (don't hard-code players numbers)
This commit is contained in:
+40
-29
@@ -84,8 +84,8 @@ void OptionRowType::Load( const RString &sType, Actor *pParent )
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{
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m_sType = sType;
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BULLET_X .Load(sType,"BulletX");
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BULLET_ON_COMMAND .Load(sType,"BulletOnCommand");
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ROWFRAME_X .Load(sType,"RowFrameX");
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ROWFRAME_ON_COMMAND .Load(sType,"RowFrameOnCommand");
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TITLE_X .Load(sType,"TitleX");
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TITLE_ON_COMMAND .Load(sType,"TitleOnCommand");
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TITLE_GAIN_FOCUS_COMMAND .Load(sType,"TitleGainFocusCommand");
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@@ -111,11 +111,15 @@ void OptionRowType::Load( const RString &sType, Actor *pParent )
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SHOW_OPTION_ICONS .Load(sType,"ShowOptionIcons");
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SHOW_UNDERLINES .Load(sType,"ShowUnderlines");
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m_textItemParent.LoadFromFont( THEME->GetPathF(sType,"item") );
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m_textItem.LoadFromFont( THEME->GetPathF(sType,"item") );
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if( SHOW_UNDERLINES )
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m_UnderlineParent.Load( sType, OptionsCursor::underline );
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{
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FOREACH_PlayerNumber( p )
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m_Underline[p].Load( sType, OptionsCursor::underline, p );
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}
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m_textTitle.LoadFromFont( THEME->GetPathF(sType,"title") );
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m_sprBullet.Load( ActorUtil::MakeActor( THEME->GetPathG(sType,"bullet"), pParent ) );
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m_sprRowFrameNormal.Load( ActorUtil::MakeActor( THEME->GetPathG(sType,"RowFrameNormal"), pParent ) );
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m_sprRowFrameExit.Load( ActorUtil::MakeActor( THEME->GetPathG(sType,"RowFrameExit"), pParent ) );
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if( SHOW_OPTION_ICONS )
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m_OptionIcon.Load( sType );
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}
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@@ -129,7 +133,7 @@ void OptionRow::LoadNormal( OptionRowHandler *pHand, bool bFirstItemGoesDown )
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FOREACH_CONST( RString, m_pHand->m_vsReloadRowMessages, m )
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MESSAGEMAN->Subscribe( this, *m );
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ChoicesChanged();
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ChoicesChanged( RowType_Normal );
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}
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void OptionRow::LoadExit()
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@@ -143,10 +147,10 @@ void OptionRow::LoadExit()
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pHand->m_Def.m_bOneChoiceForAllPlayers = true;
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m_pHand = pHand;
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ChoicesChanged();
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ChoicesChanged( RowType_Exit );
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}
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void OptionRow::ChoicesChanged()
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void OptionRow::ChoicesChanged( RowType type )
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{
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ASSERT( !m_pHand->m_Def.m_vsChoices.empty() );
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@@ -177,7 +181,7 @@ void OptionRow::ChoicesChanged()
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m_vbSelected[p].insert( m_vbSelected[p].begin(), false );
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}
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InitText();
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InitText( type );
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/* When choices change, the old focus position is meaningless; reset it. */
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FOREACH_PlayerNumber( p )
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@@ -235,7 +239,7 @@ RString OptionRow::GetRowTitle() const
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/* Set up text, underlines and titles for options. This can be called
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* as soon as m_pHand->m_Def is available. */
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void OptionRow::InitText()
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void OptionRow::InitText( RowType type )
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{
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/* If we have elements already, we're being updated from a new set of options.
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* Delete the old ones. */
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@@ -247,9 +251,18 @@ void OptionRow::InitText()
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m_textTitle = new BitmapText( m_pParentType->m_textTitle );
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m_Frame.AddChild( m_textTitle );
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m_sprBullet = m_pParentType->m_sprBullet->Copy();
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m_sprBullet->SetDrawOrder(-1); // under title
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m_Frame.AddChild( m_sprBullet );
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switch( type )
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{
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DEFAULT_FAIL( type );
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case RowType_Normal:
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m_sprRowFrame = m_pParentType->m_sprRowFrameNormal->Copy();
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break;
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case RowType_Exit:
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m_sprRowFrame = m_pParentType->m_sprRowFrameExit->Copy();
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break;
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}
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m_sprRowFrame->SetDrawOrder(-1); // under title
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m_Frame.AddChild( m_sprRowFrame );
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if( m_pParentType->SHOW_OPTION_ICONS )
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{
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@@ -276,7 +289,7 @@ void OptionRow::InitText()
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// If the items will go off the edge of the screen, then force LAYOUT_SHOW_ONE_IN_ROW.
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float fBaseZoom = 1.0f;
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{
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BitmapText bt( m_pParentType->m_textItemParent );
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BitmapText bt( m_pParentType->m_textItem );
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bt.RunCommands( m_pParentType->ITEMS_ON_COMMAND );
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/* Figure out the width of the row. */
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@@ -313,7 +326,7 @@ void OptionRow::InitText()
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// init text
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FOREACH_PlayerNumber( p )
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{
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BitmapText *pText = new BitmapText( m_pParentType->m_textItemParent );
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BitmapText *pText = new BitmapText( m_pParentType->m_textItem );
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m_textItems.push_back( pText );
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pText->RunCommands( m_pParentType->ITEMS_ON_COMMAND );
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@@ -335,10 +348,9 @@ void OptionRow::InitText()
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// init underlines
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if( m_pParentType->SHOW_UNDERLINES && GetRowType() != OptionRow::RowType_Exit )
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{
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OptionsCursor *pCursor = new OptionsCursor( m_pParentType->m_UnderlineParent );
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OptionsCursor *pCursor = new OptionsCursor( m_pParentType->m_Underline[p] );
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m_Underline[p].push_back( pCursor );
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pCursor->Set( p );
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int iWidth, iX, iY;
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GetWidthXY( p, 0, iWidth, iX, iY );
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pCursor->SetX( float(iX) );
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@@ -353,7 +365,7 @@ void OptionRow::InitText()
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for( unsigned c=0; c<m_pHand->m_Def.m_vsChoices.size(); c++ )
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{
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// init text
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BitmapText *bt = new BitmapText( m_pParentType->m_textItemParent );
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BitmapText *bt = new BitmapText( m_pParentType->m_textItem );
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m_textItems.push_back( bt );
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RString sText = GetThemedItemText( c );
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bt->SetText( sText );
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@@ -371,9 +383,8 @@ void OptionRow::InitText()
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{
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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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OptionsCursor *ul = new OptionsCursor( m_pParentType->m_Underline[p] );
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m_Underline[p].push_back( ul );
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ul->Set( p );
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ul->SetX( fX );
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ul->SetBarWidth( int(fItemWidth) );
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}
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@@ -403,11 +414,11 @@ void OptionRow::InitText()
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switch( GetRowType() )
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{
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case OptionRow::RowType_Normal:
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m_sprBullet->SetX( m_pParentType->BULLET_X );
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m_sprBullet->RunCommands( m_pParentType->BULLET_ON_COMMAND );
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m_sprRowFrame->SetX( m_pParentType->ROWFRAME_X );
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m_sprRowFrame->RunCommands( m_pParentType->ROWFRAME_ON_COMMAND );
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break;
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case OptionRow::RowType_Exit:
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m_sprBullet->SetVisible( false );
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m_sprRowFrame->SetVisible( false );
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break;
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}
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@@ -579,9 +590,9 @@ void OptionRow::UpdateEnabledDisabled()
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else if( bRowEnabled ) color = m_pParentType->COLOR_NOT_SELECTED;
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else color = m_pParentType->COLOR_DISABLED;
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if( m_sprBullet != NULL )
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m_sprBullet->SetGlobalDiffuseColor( color );
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m_sprBullet->PlayCommand( bThisRowHasFocusByAny ? "GainFocus" : "LoseFocus" );
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if( m_sprRowFrame != NULL )
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m_sprRowFrame->SetGlobalDiffuseColor( color );
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m_sprRowFrame->PlayCommand( bThisRowHasFocusByAny ? "GainFocus" : "LoseFocus" );
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m_textTitle->SetGlobalDiffuseColor( color );
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@@ -662,10 +673,10 @@ void OptionRow::Update( float fDeltaTime )
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void OptionRow::SetOptionIcon( PlayerNumber pn, const RString &sText, GameCommand &gc )
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{
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// update bullet
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// update row frame
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Message msg( "Refresh" );
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msg.SetParam( "GameCommand", &gc );
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m_sprBullet->HandleMessage( msg );
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m_sprRowFrame->HandleMessage( msg );
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if( m_OptionIcons[pn] != NULL )
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m_OptionIcons[pn]->Set( sText );
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}
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@@ -839,7 +850,7 @@ void OptionRow::Reload()
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case OptionRowHandler::RELOAD_CHANGED_ALL:
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{
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ChoicesChanged();
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ChoicesChanged( m_RowType );
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vector<PlayerNumber> vpns;
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FOREACH_HumanPlayer( p )
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