Added the basis for ScreenNetEvaluation. It doesn't ACTUALLY do anything
yet, but this will make it easier to work on by committing it.
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@@ -333,17 +333,17 @@ void NetworkSyncManager::StartRequest(short position)
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m_packet.ClearPacket();
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m_packet.Write1(3 );
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m_packet.Write1( 3 );
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unsigned char ctr=0;
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Steps * tSteps;
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tSteps = g_CurStageStats.vpSteps[PLAYER_1].back();
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if (tSteps!=NULL)
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tSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
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if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_1)))
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ctr = uint8_t(ctr+tSteps->GetMeter()*16);
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tSteps = g_CurStageStats.vpSteps[PLAYER_2].back();
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if (tSteps!=NULL)
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tSteps = GAMESTATE->m_pCurSteps[PLAYER_2];
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if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_2)))
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ctr = uint8_t(ctr+tSteps->GetMeter());
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m_packet.Write1(ctr);
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@@ -491,7 +491,12 @@ void NetworkSyncManager::ProcessInput()
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case 1: //These are in responce to when/if we send packet 0's
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case 2: //This is already taken care of by the blocking code earlier on
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case 3: //This is taken care of by the blocking start code
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case 4: //Undefined
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break;
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case 4:
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{
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}
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break;
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case 5: //Scoreboard Update
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{ //Ease scope
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int ColumnNumber=m_packet.Read1();
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