remove unused dimming stuff
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@@ -496,18 +496,6 @@ void ScreenOptions::MenuUp( PlayerNumber pn )
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return; // can't go up any more
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return; // can't go up any more
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m_iCurrentRow[p]--;
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m_iCurrentRow[p]--;
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// Chris: Will add back in later
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// /* Find the prev row with any un-dimmed entries. */
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// int new_row = m_iCurrentRow[p];
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// do {
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/// if(--new_row < 0)
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// new_row = m_iNumOptionRows-1; // wrap around
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// if(!RowCompletelyDimmed(new_row)) break;
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// } while(new_row != m_iCurrentRow[p]);
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// m_iCurrentRow[p] = new_row;
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TweenCursor( (PlayerNumber)p );
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TweenCursor( (PlayerNumber)p );
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}
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}
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m_SoundPrevRow.Play();
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m_SoundPrevRow.Play();
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@@ -526,17 +514,6 @@ void ScreenOptions::MenuDown( PlayerNumber pn )
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return; // can't go down any more
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return; // can't go down any more
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m_iCurrentRow[p]++;
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m_iCurrentRow[p]++;
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// Chris: Commented this out, but will add back in later.
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// /* Find the next row with any un-dimmed entries. */
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// int new_row = m_iCurrentRow[p];
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// do {
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// if( ++new_row == m_iNumOptionRows )
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// new_row = 0; // wrap around
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// if(!RowCompletelyDimmed(new_row)) break;
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// } while(new_row != m_iCurrentRow[p]);
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// m_iCurrentRow[p] = new_row;
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TweenCursor( (PlayerNumber)p );
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TweenCursor( (PlayerNumber)p );
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}
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}
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m_SoundNextRow.Play();
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m_SoundNextRow.Play();
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@@ -91,8 +91,6 @@ protected:
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BitmapText m_textOptionLineTitles[MAX_OPTION_LINES];
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BitmapText m_textOptionLineTitles[MAX_OPTION_LINES];
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BitmapText m_textOptions[MAX_OPTION_LINES][MAX_OPTIONS_PER_LINE]; // this array has to be big enough to hold all of the options
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BitmapText m_textOptions[MAX_OPTION_LINES][MAX_OPTIONS_PER_LINE]; // this array has to be big enough to hold all of the options
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bool m_OptionDim[MAX_OPTION_LINES][MAX_OPTIONS_PER_LINE];
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bool m_OptionDim[MAX_OPTION_LINES][MAX_OPTIONS_PER_LINE];
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void DimOption(int line, int option, bool dim);
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bool RowCompletelyDimmed(int line) const;
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int m_iSelectedOption[NUM_PLAYERS][MAX_OPTION_LINES];
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int m_iSelectedOption[NUM_PLAYERS][MAX_OPTION_LINES];
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int m_iCurrentRow[NUM_PLAYERS];
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int m_iCurrentRow[NUM_PLAYERS];
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