If either player is enabled, you can use GAMESTATE->m_MasterPlayerNumber to get the
first that joined; do this instead of iterating. Remove redundant check. Style cleanup. Charles, please make an effort to conform to the style of the rest of the codebase; you keep committing stuff in a completely different style and others keep having to clean it up.
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@@ -429,18 +429,13 @@ void ScreenGameplay::Init()
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//the following is only used in SMLAN/SMOnline
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if( NSMAN->useSMserver )
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{
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int i=-1;
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FOREACH_PlayerNumber(p)
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if (!GAMESTATE->IsPlayerEnabled(p))
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i=p;
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m_ShowScoreboard=false;
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if (i!=-1)
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{
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PlayerNumber pn = GAMESTATE->m_MasterPlayerNumber;
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FOREACH_NSScoreBoardColumn( i2 )
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{
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m_Scoreboard[i2].LoadFromFont( THEME->GetPathF(m_sName,"scoreboard") );
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m_Scoreboard[i2].SetShadowLength( 0 );
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m_Scoreboard[i2].SetName( ssprintf("ScoreboardC%iP%i",i2+1,i+1) );
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m_Scoreboard[i2].SetName( ssprintf("ScoreboardC%iP%i",i2+1,pn+1) );
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SET_XY( m_Scoreboard[i2] );
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this->AddChild( &m_Scoreboard[i2] );
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m_Scoreboard[i2].SetText(NSMAN->m_Scoreboard[i2]);
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@@ -448,7 +443,6 @@ void ScreenGameplay::Init()
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m_ShowScoreboard = true;
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}
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}
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}
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m_textSongTitle.LoadFromFont( THEME->GetPathF(m_sName,"song title") );
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m_textSongTitle.SetShadowLength( 0 );
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@@ -2324,8 +2318,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_soundMusic.Stop();
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break;
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case SM_NET_UpdateScoreboard:
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if (!NSMAN->useSMserver)
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break;
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if( m_ShowScoreboard )
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FOREACH_NSScoreBoardColumn(cn)
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if( NSMAN->ChangedScoreboard(cn) )
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