simplify
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@@ -507,18 +507,6 @@ void ScreenOptions::TweenCursor( PlayerNumber pn )
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}
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}
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}
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}
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/* For "long row-style" rows, update the text on screen to contain the currently-
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* focused options.
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*
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* This used to update a single player, but it's not always clear what that means
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* when dealing with bOneChoiceForAllPlayers and disabled players, which was brittle.
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* Update the whole row. */
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void ScreenOptions::UpdateText( int iRow )
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{
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OptionRow &row = *m_pRows[iRow];
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row.UpdateText();
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}
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void ScreenOptions::UpdateEnabledDisabled( int r )
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void ScreenOptions::UpdateEnabledDisabled( int r )
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{
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{
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OptionRow &row = *m_pRows[r];
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OptionRow &row = *m_pRows[r];
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@@ -1131,7 +1119,9 @@ void ScreenOptions::ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDe
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}
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}
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}
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}
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UpdateText( iRow );
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/* For "long row-style" rows, update the text on screen to contain the newly-
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* focused options. */
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m_pRows[iRow]->UpdateText();
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// XXX: What was this NAV_THREE_KEY_MENU special case for?
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// XXX: What was this NAV_THREE_KEY_MENU special case for?
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if( bOneChanged )
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if( bOneChanged )
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@@ -57,7 +57,6 @@ protected:
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void PositionCursors();
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void PositionCursors();
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void PositionRows();
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void PositionRows();
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void TweenCursor( PlayerNumber pn );
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void TweenCursor( PlayerNumber pn );
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void UpdateText( int iRow );
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void UpdateEnabledDisabled();
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void UpdateEnabledDisabled();
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void UpdateEnabledDisabled( int iRow );
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void UpdateEnabledDisabled( int iRow );
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void StoreFocus( PlayerNumber pn );
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void StoreFocus( PlayerNumber pn );
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