PlayerNumber is a simple, regular data structure, and is depended on
by lower level things (eg. InputMapper). However, concepts like "joined players" and "human players" is a high-level, GAMESTATE concept, and engine stuff shouldn't depend on that. Move the GameState-depending stuff into GameState. Move IsAnyPlayerUsingMemoryCard as well (and rename to HumanPlayer), to fix MemoryCardManager dep.
This commit is contained in:
@@ -1787,6 +1787,48 @@ Profile* GameState::GetEditLocalProfile()
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}
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PlayerNumber GetNextHumanPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( GAMESTATE->IsHumanPlayer(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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PlayerNumber GetNextEnabledPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( GAMESTATE->IsPlayerEnabled(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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PlayerNumber GetNextCpuPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( GAMESTATE->IsCpuPlayer(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( !GAMESTATE->IsHumanPlayer(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp )
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{
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for( enum_add(mp, 1); mp < NUM_MultiPlayer; enum_add(mp, 1) )
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if( GAMESTATE->IsMultiPlayerEnabled(mp) )
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return mp;
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return MultiPlayer_Invalid;
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}
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// lua start
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#include "LuaBinding.h"
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#include "Game.h"
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@@ -2024,6 +2066,17 @@ public:
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pStyle->PushSelf( L );
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return 1;
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}
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static int IsAnyHumanPlayerUsingMemoryCard( T* p, lua_State *L )
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{
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bool bUsingMemoryCard = false;
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FOREACH_HumanPlayer( pn )
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{
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if( MEMCARDMAN->GetCardState(pn) == MemoryCardState_Ready )
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bUsingMemoryCard = true;
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}
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lua_pushboolean(L, bUsingMemoryCard );
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return 1;
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}
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LunaGameState()
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{
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@@ -2096,6 +2149,7 @@ public:
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ADD_METHOD( GetHumanPlayers );
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ADD_METHOD( SetSongOptions );
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ADD_METHOD( GetCurrentStyle );
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ADD_METHOD( IsAnyHumanPlayerUsingMemoryCard );
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}
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};
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@@ -296,6 +296,19 @@ public:
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void PushSelf( lua_State *L );
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};
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PlayerNumber GetNextHumanPlayer( PlayerNumber pn );
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PlayerNumber GetNextEnabledPlayer( PlayerNumber pn );
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PlayerNumber GetNextCpuPlayer( PlayerNumber pn );
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PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn );
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#define FOREACH_HumanPlayer( pn ) for( PlayerNumber pn=GetNextHumanPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextHumanPlayer(pn) )
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#define FOREACH_EnabledPlayer( pn ) for( PlayerNumber pn=GetNextEnabledPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextEnabledPlayer(pn) )
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#define FOREACH_CpuPlayer( pn ) for( PlayerNumber pn=GetNextCpuPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextCpuPlayer(pn) )
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#define FOREACH_PotentialCpuPlayer( pn ) for( PlayerNumber pn=GetNextPotentialCpuPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextPotentialCpuPlayer(pn) )
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MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp );
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#define FOREACH_EnabledMultiPlayer( mp ) for( MultiPlayer mp=GetNextEnabledMultiPlayer((MultiPlayer)-1); mp!=MultiPlayer_Invalid; mp=GetNextEnabledMultiPlayer(mp) )
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extern GameState* GAMESTATE; // global and accessable from anywhere in our program
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@@ -702,28 +702,14 @@ void MemoryCardManager::UnPauseMountingThread()
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RageFileDriverTimeout::SetTimeout( -1 );
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}
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bool IsAnyPlayerUsingMemoryCard()
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{
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FOREACH_HumanPlayer( pn )
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{
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if( MEMCARDMAN->GetCardState(pn) == MemoryCardState_Ready )
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return true;
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}
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return false;
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}
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// lua start
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#include "LuaBinding.h"
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class LunaMemoryCardManager: public Luna<MemoryCardManager>
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{
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public:
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static int IsAnyPlayerUsingMemoryCard( T* p, lua_State *L ) { lua_pushboolean(L, ::IsAnyPlayerUsingMemoryCard() ); return 1; }
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LunaMemoryCardManager()
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{
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ADD_METHOD( IsAnyPlayerUsingMemoryCard );
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}
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};
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@@ -1,6 +1,5 @@
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#include "global.h"
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#include "PlayerNumber.h"
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#include "GameState.h"
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#include "LuaManager.h"
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#include "LocalizedString.h"
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@@ -54,46 +53,6 @@ LuaFunction( MultiPlayerToLocalizedString, MultiPlayerToLocalizedString(Enum::Ch
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LuaXType( MultiPlayer );
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PlayerNumber GetNextHumanPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( GAMESTATE->IsHumanPlayer(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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PlayerNumber GetNextEnabledPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( GAMESTATE->IsPlayerEnabled(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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PlayerNumber GetNextCpuPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( GAMESTATE->IsCpuPlayer(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn )
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{
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for( enum_add(pn, 1); pn < NUM_PLAYERS; enum_add(pn, 1) )
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if( !GAMESTATE->IsHumanPlayer(pn) )
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return pn;
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return PLAYER_INVALID;
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}
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MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp )
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{
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for( enum_add(mp, 1); mp < NUM_MultiPlayer; enum_add(mp, 1) )
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if( GAMESTATE->IsMultiPlayerEnabled(mp) )
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return mp;
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return MultiPlayer_Invalid;
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}
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/*
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* (c) 2001-2004 Chris Danford, Chris Gomez
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* All rights reserved.
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@@ -23,15 +23,6 @@ const RString& PlayerNumberToLocalizedString( PlayerNumber pn );
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LuaDeclareType( PlayerNumber );
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#define FOREACH_PlayerNumber( pn ) FOREACH_ENUM( PlayerNumber, pn )
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#define FOREACH_HumanPlayer( pn ) for( PlayerNumber pn=GetNextHumanPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextHumanPlayer(pn) )
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#define FOREACH_EnabledPlayer( pn ) for( PlayerNumber pn=GetNextEnabledPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextEnabledPlayer(pn) )
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#define FOREACH_CpuPlayer( pn ) for( PlayerNumber pn=GetNextCpuPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextCpuPlayer(pn) )
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#define FOREACH_PotentialCpuPlayer( pn ) for( PlayerNumber pn=GetNextPotentialCpuPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID; pn=GetNextPotentialCpuPlayer(pn) )
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PlayerNumber GetNextHumanPlayer( PlayerNumber pn );
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PlayerNumber GetNextEnabledPlayer( PlayerNumber pn );
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PlayerNumber GetNextCpuPlayer( PlayerNumber pn );
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PlayerNumber GetNextPotentialCpuPlayer( PlayerNumber pn );
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const PlayerNumber OPPOSITE_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
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@@ -79,10 +70,6 @@ LuaDeclareType( MultiPlayer );
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#define FOREACH_MultiPlayer( pn ) FOREACH_ENUM( MultiPlayer, pn )
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#define FOREACH_EnabledMultiPlayer( mp ) for( MultiPlayer mp=GetNextEnabledMultiPlayer((MultiPlayer)-1); mp!=MultiPlayer_Invalid; mp=GetNextEnabledMultiPlayer(mp) )
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MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp );
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#endif
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/*
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@@ -71,6 +71,7 @@
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#include "ScreenDimensions.h"
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#include "Foreach.h"
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#include "ActorUtil.h"
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#include "GameState.h" // XXX: bad dep
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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