Only populate lines that are being shown.
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@@ -28,10 +28,11 @@ void ScreenNetEvaluation::Init()
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m_bHasStats = false;
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m_iCurrentPlayer = 0;
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FOREACH_ENUM( PlayerNumber, pn )
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if( GAMESTATE->IsPlayerEnabled(pn) )
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m_pActivePlayer = pn;
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FOREACH_EnabledPlayer( pn )
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{
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m_pActivePlayer = pn;
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}
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if( m_pActivePlayer == PLAYER_1 )
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m_iShowSide = 2;
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else
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@@ -192,9 +193,13 @@ void ScreenNetEvaluation::UpdateStats()
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for( int j=0; j<NETNUMTAPSCORES; ++j )
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{
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int iNumDigits = (j==JudgmentLine_MaxCombo)? MAX_COMBO_NUM_DIGITS:4;
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if( GAMESTATE->IsPlayerEnabled(m_pActivePlayer) ) // XXX: Why would this not be the case? -- Steve
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//The name will be blank if ScreenEvaluation determined the
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//line should not be shown
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if( !m_textJudgmentLineNumber[j][m_pActivePlayer].GetName().empty() )
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{
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int iNumDigits = (j==JudgmentLine_MaxCombo)? MAX_COMBO_NUM_DIGITS:4;
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m_textJudgmentLineNumber[j][m_pActivePlayer].SetText( ssprintf("%*d", iNumDigits, NSMAN->m_EvalPlayerData[m_iCurrentPlayer].tapScores[j]) );
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}
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}
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m_textPlayerOptions[m_pActivePlayer].SetText( NSMAN->m_EvalPlayerData[m_iCurrentPlayer].playerOptions );
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