remove old, redundant "NextScreen%d" metric
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@@ -11,11 +11,10 @@
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#include "Command.h"
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#include "Command.h"
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#define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames")
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#define CHOICE_NAMES THEME->GetMetric (m_sName,"ChoiceNames")
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#define CHOICE( sChoiceName ) THEME->GetMetricM(m_sName,ssprintf("Choice%s",sChoiceName.c_str()))
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#define CHOICE( s ) THEME->GetMetricM(m_sName,ssprintf("Choice%s",s.c_str()))
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#define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames")
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#define CODE_NAMES THEME->GetMetric (m_sName,"CodeNames")
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#define CODE( s ) THEME->GetMetric (m_sName,ssprintf("Code%s",s.c_str()))
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#define CODE( s ) THEME->GetMetric (m_sName,ssprintf("Code%s",s.c_str()))
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#define CODE_ACTION( s ) THEME->GetMetricM(m_sName,ssprintf("Code%sAction",s.c_str()))
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#define CODE_ACTION( s ) THEME->GetMetricM(m_sName,ssprintf("Code%sAction",s.c_str()))
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#define NEXT_SCREEN( c ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",c+1))
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#define IDLE_TIMEOUT_SCREEN THEME->GetMetric (m_sName,"IdleTimeoutScreen")
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#define IDLE_TIMEOUT_SCREEN THEME->GetMetric (m_sName,"IdleTimeoutScreen")
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#define ALLOW_DISABLED_PLAYER_INPUT THEME->GetMetricB(m_sName,"AllowDisabledPlayerInput")
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#define ALLOW_DISABLED_PLAYER_INPUT THEME->GetMetricB(m_sName,"AllowDisabledPlayerInput")
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#define UPDATE_ON_MESSAGE THEME->GetMetric (m_sName,"UpdateOnMessage")
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#define UPDATE_ON_MESSAGE THEME->GetMetric (m_sName,"UpdateOnMessage")
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@@ -178,7 +177,8 @@ void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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{
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{
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FOREACH_HumanPlayer( p )
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FOREACH_HumanPlayer( p )
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{
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{
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GameCommand gc = m_aGameCommands[this->GetSelectionIndex(p)];
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int iIndex = this->GetSelectionIndex(p);
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GameCommand &gc = m_aGameCommands[iIndex];
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CString sThisScreen = gc.GetAndClearScreen();
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CString sThisScreen = gc.GetAndClearScreen();
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if( m_sNextScreen == "" )
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if( m_sNextScreen == "" )
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m_sNextScreen = sThisScreen;
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m_sNextScreen = sThisScreen;
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@@ -200,12 +200,6 @@ void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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}
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}
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}
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}
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if( m_sNextScreen == "" )
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{
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const int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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m_sNextScreen = NEXT_SCREEN(iSelectionIndex);
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}
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SCREENMAN->ConcurrentlyPrepareScreen( m_sNextScreen );
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SCREENMAN->ConcurrentlyPrepareScreen( m_sNextScreen );
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}
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}
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else if( SM == SM_AllDoneChoosing ) /* It's our turn to tween out. */
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else if( SM == SM_AllDoneChoosing ) /* It's our turn to tween out. */
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