remove logs (this stuff predates the crash handler and has been copied
and pasted around since)
This commit is contained in:
@@ -39,8 +39,6 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer( CString sName ) : ScreenWithMenuEl
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// GAMESTATE->m_bPlayersCanJoin = true;
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FOREACH_PlayerNumber( p )
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GAMESTATE->m_bSideIsJoined[p] = false;
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LOG->Trace( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
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}
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@@ -88,9 +88,6 @@ float GetClosestCharYPos( float fFakeBeat )
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REGISTER_SCREEN_CLASS( ScreenNameEntry );
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ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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{
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LOG->Trace( "ScreenNameEntry::ScreenNameEntry()" );
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// update cache
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g_fCharsZoomSmall = CHARS_ZOOM_SMALL;
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g_fCharsZoomLarge = CHARS_ZOOM_LARGE;
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@@ -135,8 +135,6 @@ REGISTER_SCREEN_CLASS( ScreenNameEntryTraditional );
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ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : ScreenWithMenuElements( sClassName ),
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CHANGE_COMMAND("stoptweening;decelerate,.12")
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{
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LOG->Trace( "ScreenNameEntryTraditional::ScreenNameEntryTraditional()" );
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if( PREFSMAN->m_bScreenTestMode )
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{
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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@@ -96,8 +96,6 @@ ScreenOptions::ScreenOptions( CString sClassName ) : ScreenWithMenuElements(sCla
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CURSOR_TWEEN_SECONDS (m_sName,"CursorTweenSeconds"),
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WRAP_VALUE_IN_ROW (m_sName,"WrapValueInRow")
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{
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LOG->Trace( "ScreenOptions::ScreenOptions()" );
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m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load.
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// These can be overridden in a derived Init().
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@@ -77,7 +77,6 @@ static bool ValidateLocalProfileName( const CString &sAnswer, CString &sErrorOut
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REGISTER_SCREEN_CLASS( ScreenOptionsManageProfiles );
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ScreenOptionsManageProfiles::ScreenOptionsManageProfiles( CString sName ) : ScreenOptions( sName )
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{
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LOG->Trace( "ScreenOptionsManageProfiles::ScreenOptionsManageProfiles()" );
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}
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ScreenOptionsManageProfiles::~ScreenOptionsManageProfiles()
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@@ -25,7 +25,6 @@ REGISTER_SCREEN_CLASS( ScreenOptionsMaster );
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ScreenOptionsMaster::ScreenOptionsMaster( CString sClassName ):
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ScreenOptions( sClassName )
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{
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LOG->Trace("ScreenOptionsMaster::ScreenOptionsMaster(%s)", m_sName.c_str() );
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}
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void ScreenOptionsMaster::Init()
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@@ -12,7 +12,6 @@
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REGISTER_SCREEN_CLASS( ScreenOptionsMemoryCard );
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ScreenOptionsMemoryCard::ScreenOptionsMemoryCard( CString sClassName ) : ScreenOptions( sClassName )
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{
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LOG->Trace( "ScreenOptionsMemoryCard::ScreenOptionsMemoryCard()" );
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}
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void ScreenOptionsMemoryCard::Init()
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@@ -19,7 +19,6 @@ REGISTER_SCREEN_CLASS( ScreenPlayerOptions );
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ScreenPlayerOptions::ScreenPlayerOptions( CString sClassName ) :
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ScreenOptionsMaster( sClassName )
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{
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LOG->Trace( "ScreenPlayerOptions::ScreenPlayerOptions()" );
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}
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void ScreenPlayerOptions::Init()
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@@ -26,7 +26,6 @@ OptionRowDefinition g_ProfileLine[1] = {
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ScreenSMOnlineLogin::ScreenSMOnlineLogin(CString sClassName) : ScreenOptions(sClassName)
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{
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LOG->Trace( "ScreenSMOnlineLogin::ScreenSMOnlineLogin()" );
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}
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static LocalizedString DEFINE_A_PROFILE( "ScreenSMOnlineLogin", "You must define a Profile." );
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@@ -49,7 +49,6 @@ const PlayerNumber CPU_PLAYER[NUM_PLAYERS] = { PLAYER_2, PLAYER_1 };
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REGISTER_SCREEN_CLASS( ScreenSelectCharacter );
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ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithMenuElements( sClassName )
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{
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LOG->Trace( "ScreenSelectCharacter::ScreenSelectCharacter()" );
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}
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@@ -25,7 +25,6 @@
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REGISTER_SCREEN_CLASS( ScreenSelectGroup );
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ScreenSelectGroup::ScreenSelectGroup( CString sClassName ) : ScreenWithMenuElements( sClassName )
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{
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LOG->Trace( "ScreenSelectGroup::ScreenSelectGroup()" );
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}
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static LocalizedString ALL_MUSIC_STRING( "ScreenSelectGroup", "ALL MUSIC" );
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@@ -67,8 +67,6 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
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SELECT_MENU_AVAILABLE( m_sName, "SelectMenuAvailable" ),
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MODE_MENU_AVAILABLE( m_sName, "ModeMenuAvailable" )
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{
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LOG->Trace( "ScreenSelectMusic::ScreenSelectMusic()" );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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if( PREFSMAN->m_bScreenTestMode )
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@@ -40,7 +40,6 @@ static float GetValueY( SetTimeSelection s ) { return g_Y[s]; }
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REGISTER_SCREEN_CLASS( ScreenSetTime );
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ScreenSetTime::ScreenSetTime( CString sClassName ) : ScreenWithMenuElements( sClassName )
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{
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LOG->Trace( "ScreenSetTime::ScreenSetTime()" );
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}
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void ScreenSetTime::Init()
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@@ -17,7 +17,6 @@
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REGISTER_SCREEN_CLASS( ScreenTestInput );
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ScreenTestInput::ScreenTestInput( CString sClassName ) : ScreenWithMenuElements( sClassName )
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{
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LOG->Trace( "ScreenTestInput::ScreenTestInput()" );
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}
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void ScreenTestInput::Init()
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@@ -14,8 +14,6 @@
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REGISTER_SCREEN_CLASS( ScreenTestLights );
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ScreenTestLights::ScreenTestLights( CString sClassName ) : ScreenWithMenuElements( sClassName )
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{
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LOG->Trace( "ScreenTestLights::ScreenTestLights()" );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_TEST_AUTO_CYCLE );
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}
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@@ -26,8 +26,6 @@ REGISTER_SCREEN_CLASS( ScreenTitleMenu );
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ScreenTitleMenu::ScreenTitleMenu( CString sScreenName ) :
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ScreenSelectMaster( sScreenName )
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{
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LOG->Trace( "ScreenTitleMenu::ScreenTitleMenu()" );
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/* XXX We really need two common calls: 1, something run when exiting from gameplay
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* (to do this reset), and 2, something run when entering gameplay, to apply default
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* options. Having special cases in attract screens and the title menu to reset
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