Pop'n Music Theme Changes
Themers can optionally enable an All Character / 2D only Character select on the mode select screen (pop'n support)
This commit is contained in:
@@ -33,6 +33,8 @@ Chris Danford
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#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode", "GuideY")
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#define USECONFIRM THEME->GetMetricI("ScreenSelectMode","UseConfirm")
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#define USE_MODE_SPECIFIC_BGS THEME->GetMetricI("ScreenSelectMode", "UseModeSpecificBGAnims")
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#define ENABLE_CHAR_SELECT THEME->GetMetricB("ScreenSelectMode","EnableCharSelect")
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#define ONLY_2D_CHARS THEME->GetMetricB("ScreenSelectMode","Only2DChars")
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/************************************
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ScreenSelectMode (Constructor)
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@@ -41,6 +43,14 @@ Desc: Sets up the screen display
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ScreenSelectMode::ScreenSelectMode( CString sClassName ) : ScreenSelect( sClassName )
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{
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m_b2DAvailable = m_bCharsAvailable = false;
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for(int pn=0;pn<NUM_PLAYERS;pn++)
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{
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m_iCurrentChar[pn]= -1; // minus 1 indicates no character.
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m_CurChar[pn].SetName(ssprintf("CharacterIconP%d",pn+1));
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SET_XY( m_CurChar[pn] );
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}
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m_bSelected = false;
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m_ChoiceListFrame.Load( THEME->GetPathToG("ScreenSelectMode list frame"));
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m_ChoiceListFrame.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y);
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@@ -72,7 +82,35 @@ ScreenSelectMode::ScreenSelectMode( CString sClassName ) : ScreenSelect( sClassN
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this->AddChild( &m_Backgrounds[i] );
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}*/
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}
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// check for character availability
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vector<Character*> apCharacters;
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if(ENABLE_CHAR_SELECT)
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{
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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m_bCharsAvailable = true;
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if(apCharacters[i]->Has2DElems())
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{
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CString mpath = apCharacters[i]->GetSongSelectIconPath();
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LOG->Trace("Char: %d, %s, 2D: true",i,mpath.c_str());
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m_b2DAvailable = true;
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}
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else
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{
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CString mpath = apCharacters[i]->GetSongSelectIconPath();
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LOG->Trace("Char: %d, %s, 2D: false",i,mpath.c_str());
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}
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}
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}
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for(pn=0;pn<NUM_PLAYERS;pn++)
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m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode nochar") );
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}
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// m_ScrollingList.UseSpriteType(BANNERTYPE);
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m_ScrollingList.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y );
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m_ScrollingList.SetSpacing( ELEM_SPACING );
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@@ -216,12 +254,52 @@ void ScreenSelectMode::HandleScreenMessage( const ScreenMessage SM )
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case SM_MenuTimer:
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{
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m_bSelected = true;
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SetCharacters();
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}
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break;
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}
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ScreenSelect::HandleScreenMessage(SM);
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}
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void ScreenSelectMode::SetCharacters()
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{
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vector<Character*> apCharactersToUse;
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if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
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{
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if(ONLY_2D_CHARS && m_b2DAvailable)
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{
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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if(apCharacters[i]->Has2DElems())
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{
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apCharactersToUse.push_back(apCharacters[i]);
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}
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}
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}
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}
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else if(m_bCharsAvailable)
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{
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GAMESTATE->GetCharacters( apCharactersToUse );
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}
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}
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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{
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if(GAMESTATE->IsPlayerEnabled(pn))
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{
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if(ENABLE_CHAR_SELECT && m_iCurrentChar[pn] != -1)
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{
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Character* pChar = apCharactersToUse[m_iCurrentChar[pn]];
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GAMESTATE->m_pCurCharacters[pn] = pChar;
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}
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}
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}
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}
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void ScreenSelectMode::MenuStart( PlayerNumber pn )
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{
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if(!m_bSelected && USECONFIRM == 1)
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@@ -232,10 +310,13 @@ void ScreenSelectMode::MenuStart( PlayerNumber pn )
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return;
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}
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m_soundStart.Play();
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SetCharacters();
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OFF_COMMAND( m_ScrollingList );
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OFF_COMMAND( m_Guide );
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OFF_COMMAND( m_ChoiceListHighlight );
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OFF_COMMAND( m_ChoiceListFrame );
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for(int i=0; i<NUM_PLAYERS; i++)
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OFF_COMMAND( m_CurChar[i] );
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SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, 0.5f );
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}
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@@ -259,5 +340,121 @@ void ScreenSelectMode::Update( float fDelta )
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// }
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}*/
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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{
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if(ENABLE_CHAR_SELECT && m_iCurrentChar[pn] != -1)
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{
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m_CurChar[pn].Update( fDelta );
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}
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}
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ScreenSelect::Update( fDelta );
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}
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void ScreenSelectMode::DrawPrimitives()
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{
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ScreenSelect::DrawPrimitives();
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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{
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if(GAMESTATE->IsPlayerEnabled(pn))
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{
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if(ENABLE_CHAR_SELECT)
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{
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m_CurChar[pn].Draw();
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}
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}
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}
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}
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// todo: optimize the following - Frieza
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void ScreenSelectMode::MenuUp(PlayerNumber pn)
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{
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vector<Character*> apCharactersToUse;
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if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
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{
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if(ONLY_2D_CHARS && m_b2DAvailable)
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{
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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if(apCharacters[i]->Has2DElems())
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{
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apCharactersToUse.push_back(apCharacters[i]);
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}
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}
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}
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}
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else if(m_bCharsAvailable)
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{
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GAMESTATE->GetCharacters( apCharactersToUse );
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}
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}
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m_CurChar[pn].UnloadTexture();
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if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
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{
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if(m_iCurrentChar[pn] <= -1)
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m_iCurrentChar[pn] = apCharactersToUse.size() -1;
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else
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m_iCurrentChar[pn]--; // set to no character
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if(m_iCurrentChar[pn] != -1)
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{
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if(apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() != "")
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m_CurChar[pn].Load( apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() );
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else
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m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode chariconmissing") );
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}
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else
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m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode nochar") );
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}
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}
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void ScreenSelectMode::MenuDown(PlayerNumber pn)
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{
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vector<Character*> apCharactersToUse;
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if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
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{
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if(ONLY_2D_CHARS && m_b2DAvailable)
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{
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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if(apCharacters[i]->Has2DElems())
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{
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apCharactersToUse.push_back(apCharacters[i]);
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}
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}
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}
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}
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else if(m_bCharsAvailable)
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{
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GAMESTATE->GetCharacters( apCharactersToUse );
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}
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}
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m_CurChar[pn].UnloadTexture();
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if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
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{
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if(m_iCurrentChar[pn] < apCharactersToUse.size() - 1 || m_iCurrentChar[pn] == -1)
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m_iCurrentChar[pn]++;
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else
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m_iCurrentChar[pn] = -1; // set to no character
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if(m_iCurrentChar[pn] != -1)
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{
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if(apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() != "")
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m_CurChar[pn].Load( apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() );
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else
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m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode chariconmissing") );
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}
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else
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m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode nochar") );
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}
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}
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