Fixed VC6 compile errors
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@@ -188,25 +188,27 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
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switch( m_ResultMode )
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{
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case RM_ARCADE_STAGE:
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m_BannerWithFrame[0].LoadFromSong( GAMESTATE->m_pCurSong );
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m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
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this->AddChild( &m_BannerWithFrame[0] );
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m_textStage.LoadFromFont( THEME->GetPathTo("Fonts","evaluation stage") );
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m_textStage.TurnShadowOff();
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m_textStage.SetXY( STAGE_X, STAGE_Y );
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m_textStage.SetZoom( 0.5f );
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m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" );
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this->AddChild( &m_textStage );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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m_DifficultyIcon[p].Load( THEME->GetPathTo("graphics","select music difficulty icons 1x6") );
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m_DifficultyIcon[p].SetFromNotes( (PlayerNumber)p, GAMESTATE->m_pCurNotes[p] );
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m_DifficultyIcon[p].SetXY( DIFFICULTY_ICON_X(p), DIFFICULTY_ICON_Y(p) );
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this->AddChild( &m_DifficultyIcon[p] );
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m_BannerWithFrame[0].LoadFromSong( GAMESTATE->m_pCurSong );
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m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
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this->AddChild( &m_BannerWithFrame[0] );
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m_textStage.LoadFromFont( THEME->GetPathTo("Fonts","evaluation stage") );
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m_textStage.TurnShadowOff();
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m_textStage.SetXY( STAGE_X, STAGE_Y );
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m_textStage.SetZoom( 0.5f );
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m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" );
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this->AddChild( &m_textStage );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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m_DifficultyIcon[p].Load( THEME->GetPathTo("graphics","select music difficulty icons 1x6") );
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m_DifficultyIcon[p].SetFromNotes( (PlayerNumber)p, GAMESTATE->m_pCurNotes[p] );
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m_DifficultyIcon[p].SetXY( DIFFICULTY_ICON_X(p), DIFFICULTY_ICON_Y(p) );
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this->AddChild( &m_DifficultyIcon[p] );
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}
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}
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break;
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case RM_ARCADE_SUMMARY:
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@@ -225,15 +225,17 @@ void ScreenSelectMode::RefreshModeChoices()
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GAMEMAN->GetModesChoicesForGame( GAMESTATE->m_CurGame, m_aPossibleModeChoices );
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ASSERT( m_aPossibleModeChoices.GetSize() > 0 );
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int i;
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// remove ModeChoices that won't work with the current number of players
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for( int i=m_aPossibleModeChoices.GetSize()-1; i>=0; i-- )
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for( i=m_aPossibleModeChoices.GetSize()-1; i>=0; i-- )
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if( m_aPossibleModeChoices[i].numSidesJoinedToPlay != iNumSidesJoined )
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m_aPossibleModeChoices.RemoveAt( i );
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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CStringArray asGraphicPaths;
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for( int i=0; i<m_aPossibleModeChoices.GetSize(); i++ )
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for( i=0; i<m_aPossibleModeChoices.GetSize(); i++ )
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{
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const ModeChoice& choice = m_aPossibleModeChoices[i];
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asGraphicPaths.Add( THEME->GetPathTo("Graphics", ssprintf("select mode choice %s %s", sGameName, choice.name) ) );
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@@ -59,7 +59,7 @@ IntDir=.\../Release6
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TargetDir=\stepmania\stepmania
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TargetName=StepMania
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -94,7 +94,7 @@ IntDir=.\../Debug6
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TargetDir=\stepmania\stepmania
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TargetName=StepMania-debug
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -907,14 +907,6 @@ SOURCE=.\Combo.h
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# End Source File
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# Begin Source File
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SOURCE=.\DifficultyBanner.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\DifficultyBanner.h
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# End Source File
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# Begin Source File
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SOURCE=.\FocusingSprite.cpp
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# End Source File
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# Begin Source File
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