key for testing incoming (temporary)
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@@ -471,10 +471,15 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenGameplay difficulty icons 2x5") );
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// UGLY HACK: Don't show difficulty icon for CPU.
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if( GAMESTATE->m_PlayMode == PLAY_MODE_CPU_BATTLE && GAMESTATE->IsCpuPlayer(p) )
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m_DifficultyIcon[p].SetZoom( 0 );
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/* Position it in LoadNextSong. */
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this->AddChild( &m_DifficultyIcon[p] );
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}
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@@ -1366,6 +1371,21 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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}
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break;
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// testing:
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case SDLK_PAUSE:
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{
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if( GAMESTATE->m_PlayerOptions[PLAYER_1].m_fPerspectiveTilt == -1 ) // incoming
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_fPerspectiveTilt = 0;
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}
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else
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_fPerspectiveTilt = -1;
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}
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}
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break;
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}
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}
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@@ -1603,10 +1623,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_RAVE:
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{
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PlayerNumber winner = GAMESTATE->GetWinner();
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PlayerNumber winner = GAMESTATE->GetBestPlayer();
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switch( winner )
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{
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case PLAYER_INVALID:
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