Line endings...be normalized!
This commit is contained in:
+143
-143
@@ -1,143 +1,143 @@
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#include "global.h"
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#include "ScreenContinue.h"
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#include "ScreenManager.h"
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#include "ActorUtil.h"
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#include "GameState.h"
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#include "RageLog.h"
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#include "InputEventPlus.h"
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#include "MenuTimer.h"
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#include "MemoryCardManager.h"
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REGISTER_SCREEN_CLASS( ScreenContinue );
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void ScreenContinue::Init()
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{
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ScreenWithMenuElementsSimple::Init();
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this->SubscribeToMessage( Message_PlayerJoined );
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FORCE_TIMER_WAIT.Load( m_sName, "ForceTimerWait" );
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}
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void ScreenContinue::BeginScreen()
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{
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GAMESTATE->SetCurrentStyle( NULL );
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// Unjoin human players with 0 stages left and reset non-human players.
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// We need to reset non-human players because data in non-human (CPU)
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// players will be filled, and there may be stale pointers to things like
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// edit Steps.
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FOREACH_ENUM( PlayerNumber, p )
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{
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if( GAMESTATE->IsHumanPlayer(p) )
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{
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bool bPlayerDone = GAMESTATE->m_iPlayerStageTokens[p] <= 0;
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if( bPlayerDone )
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{
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GAMESTATE->UnjoinPlayer( p );
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MEMCARDMAN->UnlockCard( p );
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}
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}
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else
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{
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GAMESTATE->ResetPlayer( p );
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}
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}
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ScreenWithMenuElementsSimple::BeginScreen();
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}
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void ScreenContinue::Input( const InputEventPlus &input )
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{
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if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
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ResetTimer();
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if( input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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return; // handled
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if( IsTransitioning() )
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return;
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if( input.type == IET_FIRST_PRESS && GAMESTATE->IsHumanPlayer(input.pn) && FORCE_TIMER_WAIT )
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{
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switch( input.MenuI )
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{
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case GAME_BUTTON_START:
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case GAME_BUTTON_UP:
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case GAME_BUTTON_DOWN:
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case GAME_BUTTON_LEFT:
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case GAME_BUTTON_RIGHT:
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float fSeconds = floorf(m_MenuTimer->GetSeconds()) - 0.0001f;
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fSeconds = max( fSeconds, 0.0001f ); // don't set to 0
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m_MenuTimer->SetSeconds( fSeconds );
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Message msg("HurryTimer");
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msg.SetParam( "PlayerNumber", input.pn );
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this->HandleMessage( msg );
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return; // handled
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}
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}
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ScreenWithMenuElementsSimple::Input( input );
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}
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void ScreenContinue::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_MenuTimer )
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{
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if( !IsTransitioning() )
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StartTransitioningScreen( SM_GoToNextScreen );
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return;
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}
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ScreenWithMenuElementsSimple::HandleScreenMessage( SM );
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}
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void ScreenContinue::HandleMessage( const Message &msg )
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{
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if( msg == Message_PlayerJoined )
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{
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ResetTimer();
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bool bAllPlayersAreEnabled = true;
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FOREACH_ENUM( PlayerNumber, p )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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bAllPlayersAreEnabled = false;
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}
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if( bAllPlayersAreEnabled )
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{
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m_MenuTimer->Stop();
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if( !IsTransitioning() )
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StartTransitioningScreen( SM_GoToNextScreen );
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}
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}
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ScreenWithMenuElementsSimple::HandleMessage( msg );
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}
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/*
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* (c) 2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "global.h"
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#include "ScreenContinue.h"
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#include "ScreenManager.h"
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#include "ActorUtil.h"
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#include "GameState.h"
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#include "RageLog.h"
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#include "InputEventPlus.h"
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#include "MenuTimer.h"
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#include "MemoryCardManager.h"
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REGISTER_SCREEN_CLASS( ScreenContinue );
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void ScreenContinue::Init()
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{
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ScreenWithMenuElementsSimple::Init();
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this->SubscribeToMessage( Message_PlayerJoined );
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FORCE_TIMER_WAIT.Load( m_sName, "ForceTimerWait" );
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}
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void ScreenContinue::BeginScreen()
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{
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GAMESTATE->SetCurrentStyle( NULL );
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// Unjoin human players with 0 stages left and reset non-human players.
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// We need to reset non-human players because data in non-human (CPU)
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// players will be filled, and there may be stale pointers to things like
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// edit Steps.
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FOREACH_ENUM( PlayerNumber, p )
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{
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if( GAMESTATE->IsHumanPlayer(p) )
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{
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bool bPlayerDone = GAMESTATE->m_iPlayerStageTokens[p] <= 0;
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if( bPlayerDone )
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{
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GAMESTATE->UnjoinPlayer( p );
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MEMCARDMAN->UnlockCard( p );
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}
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}
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else
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{
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GAMESTATE->ResetPlayer( p );
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}
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}
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ScreenWithMenuElementsSimple::BeginScreen();
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}
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void ScreenContinue::Input( const InputEventPlus &input )
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{
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if( input.MenuI == GAME_BUTTON_COIN && input.type == IET_FIRST_PRESS )
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ResetTimer();
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if( input.MenuI == GAME_BUTTON_START && input.type == IET_FIRST_PRESS && GAMESTATE->JoinInput(input.pn) )
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return; // handled
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if( IsTransitioning() )
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return;
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if( input.type == IET_FIRST_PRESS && GAMESTATE->IsHumanPlayer(input.pn) && FORCE_TIMER_WAIT )
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{
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switch( input.MenuI )
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{
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case GAME_BUTTON_START:
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case GAME_BUTTON_UP:
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case GAME_BUTTON_DOWN:
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case GAME_BUTTON_LEFT:
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case GAME_BUTTON_RIGHT:
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float fSeconds = floorf(m_MenuTimer->GetSeconds()) - 0.0001f;
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fSeconds = max( fSeconds, 0.0001f ); // don't set to 0
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m_MenuTimer->SetSeconds( fSeconds );
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Message msg("HurryTimer");
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msg.SetParam( "PlayerNumber", input.pn );
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this->HandleMessage( msg );
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return; // handled
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}
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}
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ScreenWithMenuElementsSimple::Input( input );
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}
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void ScreenContinue::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_MenuTimer )
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{
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if( !IsTransitioning() )
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StartTransitioningScreen( SM_GoToNextScreen );
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return;
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}
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ScreenWithMenuElementsSimple::HandleScreenMessage( SM );
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}
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void ScreenContinue::HandleMessage( const Message &msg )
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{
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if( msg == Message_PlayerJoined )
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{
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ResetTimer();
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bool bAllPlayersAreEnabled = true;
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FOREACH_ENUM( PlayerNumber, p )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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bAllPlayersAreEnabled = false;
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}
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if( bAllPlayersAreEnabled )
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{
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m_MenuTimer->Stop();
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if( !IsTransitioning() )
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StartTransitioningScreen( SM_GoToNextScreen );
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}
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}
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ScreenWithMenuElementsSimple::HandleMessage( msg );
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}
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/*
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* (c) 2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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