simplify
ExitSelectedP1, etc. fix
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@@ -1008,13 +1008,6 @@ void ScreenOptions::OnChange( PlayerNumber pn )
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m_ScrollBar.SetPercentage( pn, fPercent );
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m_ScrollBar.SetPercentage( pn, fPercent );
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}
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}
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/* Update all players, since changing one player can move both cursors. */
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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TweenCursor( (PlayerNumber) p );
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/* If the last row is EXIT, and is hidden, then show MORE. */
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/* If the last row is EXIT, and is hidden, then show MORE. */
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const bool ShowMore = m_Rows.back()->Type == Row::ROW_EXIT && m_Rows.back()->m_bHidden;
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const bool ShowMore = m_Rows.back()->Type == Row::ROW_EXIT && m_Rows.back()->m_bHidden;
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@@ -1024,6 +1017,12 @@ void ScreenOptions::OnChange( PlayerNumber pn )
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UtilCommand( m_sprMore, "ScreenOptions", m_bMoreShown? "ShowMore":"HideMore" );
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UtilCommand( m_sprMore, "ScreenOptions", m_bMoreShown? "ShowMore":"HideMore" );
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}
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}
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/* Update all players, since changing one player can move both cursors. */
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( GAMESTATE->IsHumanPlayer(p) )
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TweenCursor( (PlayerNumber) p );
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const bool ExitSelected = m_Rows[m_iCurrentRow[pn]]->Type == Row::ROW_EXIT;
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const bool ExitSelected = m_Rows[m_iCurrentRow[pn]]->Type == Row::ROW_EXIT;
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if( p == pn || GAMESTATE->GetNumSidesJoined() == 1 )
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if( p == pn || GAMESTATE->GetNumSidesJoined() == 1 )
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{
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{
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