Fixed "Fix" and undid that SM_NET message thing, as per glenn's request.
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@@ -33,7 +33,6 @@ bool NetworkSyncManager::ChangedScoreboard(int Column) { return false; }
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#include "ScreenMessage.h"
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#include "ScreenMessage.h"
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#include "arch/LoadingWindow/LoadingWindow.h"
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#include "arch/LoadingWindow/LoadingWindow.h"
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const ScreenMessage SM_NET_UpdateScoreboard = ScreenMessage(SM_User+12);
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const ScreenMessage SM_NET_SelectSong = ScreenMessage(SM_User+2);
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const ScreenMessage SM_NET_SelectSong = ScreenMessage(SM_User+2);
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@@ -452,7 +451,6 @@ void NetworkSyncManager::ProcessInput()
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}
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}
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break;
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break;
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}
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}
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SCREENMAN->SendMessageToTopScreen(SM_NET_UpdateScoreboard);
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m_Scoreboard[ColumnNumber] = ColumnData;
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m_Scoreboard[ColumnNumber] = ColumnData;
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m_scoreboardchange[ColumnNumber]=true;
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m_scoreboardchange[ColumnNumber]=true;
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}
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}
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@@ -66,7 +66,6 @@ const ScreenMessage SM_PlayGo = ScreenMessage(SM_User+1);
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// received while STATE_DANCING
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// received while STATE_DANCING
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10);
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10);
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const ScreenMessage SM_LoadNextSong = ScreenMessage(SM_User+11);
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const ScreenMessage SM_LoadNextSong = ScreenMessage(SM_User+11);
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const ScreenMessage SM_NET_UpdateScoreboard = ScreenMessage(SM_User+12);
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// received while STATE_OUTRO
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// received while STATE_OUTRO
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const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+20);
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const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+20);
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@@ -429,13 +428,25 @@ void ScreenGameplay::Init()
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//the following is only used in SMLAN/SMOnline
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//the following is only used in SMLAN/SMOnline
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if( NSMAN->useSMserver )
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if( NSMAN->useSMserver )
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{
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{
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PlayerNumber pn = GAMESTATE->m_MasterPlayerNumber;
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//PlayerNumber pn = GAMESTATE->m_MasterPlayerNumber;
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//We need not the master player, but the not-master-player
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//So, we gotta see which one isn't the master player
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//NOTE: If both players are playing, do not show scoreboard
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//There may be a later solution for this, like a horizontal
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//scoreboard, but for now, we cannot have a scoreboard over
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//people's arrows.
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int i=-1;
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FOREACH_PlayerNumber(p)
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if (!GAMESTATE->IsPlayerEnabled(p))
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i=p;
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if (i!=-1)
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FOREACH_NSScoreBoardColumn( i2 )
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FOREACH_NSScoreBoardColumn( i2 )
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{
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{
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m_Scoreboard[i2].LoadFromFont( THEME->GetPathF(m_sName,"scoreboard") );
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m_Scoreboard[i2].LoadFromFont( THEME->GetPathF(m_sName,"scoreboard") );
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m_Scoreboard[i2].SetShadowLength( 0 );
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m_Scoreboard[i2].SetShadowLength( 0 );
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m_Scoreboard[i2].SetName( ssprintf("ScoreboardC%iP%i",i2+1,pn+1) );
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m_Scoreboard[i2].SetName( ssprintf("ScoreboardC%iP%i",i2+1,i+1) );
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SET_XY( m_Scoreboard[i2] );
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SET_XY( m_Scoreboard[i2] );
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this->AddChild( &m_Scoreboard[i2] );
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this->AddChild( &m_Scoreboard[i2] );
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m_Scoreboard[i2].SetText(NSMAN->m_Scoreboard[i2]);
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m_Scoreboard[i2].SetText(NSMAN->m_Scoreboard[i2]);
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@@ -1570,9 +1581,15 @@ void ScreenGameplay::Update( float fDeltaTime )
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m_meterSongPosition.SetPercent( fPercentPositionSong );
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m_meterSongPosition.SetPercent( fPercentPositionSong );
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if (NSMAN->useSMserver)
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if (NSMAN->useSMserver)
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{
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FOREACH_EnabledPlayer( pn2 )
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FOREACH_EnabledPlayer( pn2 )
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if( m_pLifeMeter[pn2] )
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if( m_pLifeMeter[pn2] )
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NSMAN->m_playerLife[pn2] = int(m_pLifeMeter[pn2]->GetLife()*10000);
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NSMAN->m_playerLife[pn2] = int(m_pLifeMeter[pn2]->GetLife()*10000);
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if( m_ShowScoreboard )
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FOREACH_NSScoreBoardColumn(cn)
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if( NSMAN->ChangedScoreboard(cn) )
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m_Scoreboard[cn].SetText( NSMAN->m_Scoreboard[cn] );
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}
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}
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}
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void ScreenGameplay::AbortGiveUp()
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void ScreenGameplay::AbortGiveUp()
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@@ -2317,12 +2334,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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case SM_StopMusic:
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case SM_StopMusic:
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m_soundMusic.Stop();
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m_soundMusic.Stop();
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break;
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break;
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case SM_NET_UpdateScoreboard:
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if( m_ShowScoreboard )
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FOREACH_NSScoreBoardColumn(cn)
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if( NSMAN->ChangedScoreboard(cn) )
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m_Scoreboard[cn].SetText( NSMAN->m_Scoreboard[cn] );
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break;
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}
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}
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}
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}
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