"for( p=0; p<NUM_PLAYERS; p++ )" -> "FOREACH_PlayerNumber( p )"
This commit is contained in:
@@ -50,22 +50,20 @@ Background::Background()
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BLINK_DANGER_ALL.Refresh();
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DANGER_ALL_IS_OPAQUE.Refresh();
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int p;
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m_iCurBGChangeIndex = -1;
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m_pCurrentBGA = NULL;
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m_pFadingBGA = NULL;
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m_fSecsLeftInFade = 0;
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m_DangerAll.LoadFromAniDir( THEME->GetPathToB("ScreenGameplay danger all") );
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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m_DangerPlayer[p].LoadFromAniDir( THEME->GetPathToB(ssprintf("ScreenGameplay danger p%d",p+1)) );
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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m_DeadPlayer[p].LoadFromAniDir( THEME->GetPathToB(ssprintf("ScreenGameplay dead p%d",p+1)) );
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bool bOneOrMoreChars = false;
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bool bShowingBeginnerHelper = false;
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue;
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@@ -25,8 +25,7 @@ CombinedLifeMeterTug::CombinedLifeMeterTug()
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{
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METER_WIDTH.Refresh();
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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CString sStreamPath = THEME->GetPathToG(ssprintf("CombinedLifeMeterTug stream p%d",p+1));
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CString sTipPath = THEME->GetPathToG(ssprintf("CombinedLifeMeterTug tip p%d",p+1));
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@@ -42,7 +41,7 @@ CombinedLifeMeterTug::CombinedLifeMeterTug()
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this->AddChild( &m_sprFrame );
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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Character* pCharacter = GAMESTATE->m_pCurCharacters[p];
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ASSERT( pCharacter );
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@@ -337,37 +337,33 @@ void DancingCharacters::DrawPrimitives()
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m_LookAt,
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RageVector3(0,1,0) );
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_EnabledPlayer( p )
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{
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if( GAMESTATE->IsPlayerEnabled(p) )
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{
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bool bFailed = g_CurStageStats.bFailed[p];
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bool bDanger = m_bDrawDangerLight;
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bool bFailed = g_CurStageStats.bFailed[p];
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bool bDanger = m_bDrawDangerLight;
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DISPLAY->SetLighting( true );
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RageColor ambient = bFailed ? RageColor(0.2f,0.1f,0.1f,1) : (bDanger ? RageColor(0.4f,0.1f,0.1f,1) : RageColor(0.4f,0.4f,0.4f,1));
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RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(0.8f,0.8f,0.8f,1));
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RageColor specular = RageColor(0.8f,0.8f,0.8f,1);
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DISPLAY->SetLighting( true );
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RageColor ambient = bFailed ? RageColor(0.2f,0.1f,0.1f,1) : (bDanger ? RageColor(0.4f,0.1f,0.1f,1) : RageColor(0.4f,0.4f,0.4f,1));
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RageColor diffuse = bFailed ? RageColor(0.4f,0.1f,0.1f,1) : (bDanger ? RageColor(0.8f,0.1f,0.1f,1) : RageColor(0.8f,0.8f,0.8f,1));
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RageColor specular = RageColor(0.8f,0.8f,0.8f,1);
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DISPLAY->SetLightDirectional(
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0,
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ambient,
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diffuse,
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specular,
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RageVector3(+1, 0, +1) );
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DISPLAY->SetLightDirectional(
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0,
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ambient,
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diffuse,
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specular,
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RageVector3(+1, 0, +1) );
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m_Character[p].Draw();
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m_Character[p].Draw();
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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DISPLAY->CameraPopMatrix();
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// now draw any potential 2D stuff
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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if(m_bHasIdleAnim[p] && m_i2DAnimState[p] == AS2D_IDLE)
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m_bgIdle[p].Draw();
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@@ -113,18 +113,16 @@ void GameState::Reset()
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ASSERT( THEME );
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int p;
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m_timeGameStarted.SetZero();
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m_CurStyle = STYLE_INVALID;
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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m_bSideIsJoined[p] = false;
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m_bPlayersFinalized = false;
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// m_iCoins = 0; // don't reset coin count!
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m_MasterPlayerNumber = PLAYER_INVALID;
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m_sPreferredGroup = GROUP_ALL_MUSIC;
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m_bChangedFailType = false;
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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m_PreferredDifficulty[p] = DIFFICULTY_INVALID;
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m_PreferredCourseDifficulty[p] = COURSE_DIFFICULTY_REGULAR;
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@@ -154,7 +152,7 @@ void GameState::Reset()
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SAFE_DELETE( m_pPosition );
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m_pPosition = new NoteFieldPositioning("Positioning.ini");
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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m_bAttackBeganThisUpdate[p] = false;
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ResetMusicStatistics();
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@@ -165,7 +163,7 @@ void GameState::Reset()
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g_vPlayedStageStats.clear();
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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m_CurrentPlayerOptions[p].Init();
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m_PlayerOptions[p].Init();
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@@ -291,8 +291,7 @@ void MusicWheelItem::DrawPrimitives()
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case TYPE_SONG:
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m_TextBanner.Draw();
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m_WheelNotifyIcon.Draw();
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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m_GradeDisplay[p].Draw();
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break;
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case TYPE_COURSE:
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@@ -1123,13 +1123,11 @@ void ScreenEvaluation::CommitScores(
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void ScreenEvaluation::TweenOffScreen()
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{
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int p;
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// large banner area
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OFF_COMMAND( m_LargeBanner );
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OFF_COMMAND( m_sprLargeBannerFrame );
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OFF_COMMAND( m_sprStage );
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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@@ -1148,7 +1146,7 @@ void ScreenEvaluation::TweenOffScreen()
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// grade area
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if( SHOW_GRADE_AREA )
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{
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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@@ -1160,7 +1158,7 @@ void ScreenEvaluation::TweenOffScreen()
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if( SHOW_GRAPH_AREA )
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{
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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@@ -1172,7 +1170,7 @@ void ScreenEvaluation::TweenOffScreen()
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if( SHOW_COMBO_AREA )
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{
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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@@ -50,8 +50,7 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer( CString sName ) : ScreenWithMenuEl
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{
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// Unjoin the players, then let them join back in on this screen
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// GAMESTATE->m_bPlayersCanJoin = true;
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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GAMESTATE->m_bSideIsJoined[p] = false;
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LOG->Trace( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
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@@ -59,7 +58,7 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer( CString sName ) : ScreenWithMenuEl
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenEz2SelectPlayer background") );
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this->AddChild( &m_Background ); // animated background =)
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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m_sprJoinFrame[p].Load( THEME->GetPathToG("ScreenEz2SelectPlayer join frame 1x2") );
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m_sprJoinFrame[p].StopAnimating();
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@@ -134,12 +134,10 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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GAMESTATE->m_SongOptions = SongOptions();
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}
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int p;
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vector<GameState::RankingFeat> aFeats[NUM_PLAYERS];
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// Find out if players deserve to enter their name
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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GAMESTATE->GetRankingFeats( (PlayerNumber)p, aFeats[p] );
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m_bStillEnteringName[p] = aFeats[p].size()>0;
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@@ -169,7 +167,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenNameEntry background") );
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this->AddChild( &m_Background );
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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// load last used ranking name if any
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Profile* pProfile = PROFILEMAN->GetProfile((PlayerNumber)p);
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@@ -91,7 +91,7 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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m_iSelectedCharacter[p] = 0;
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if( GAMESTATE->IsHumanPlayer(p) )
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@@ -99,7 +99,7 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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@@ -155,7 +155,7 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
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SOUND->PlayMusic( THEME->GetPathToS("ScreenSelectCharacter music") );
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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if( GAMESTATE->IsHumanPlayer(p) )
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{
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@@ -39,8 +39,8 @@
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ScreenSelectDifficulty::ScreenSelectDifficulty( CString sClassName ) : ScreenSelect( sClassName )
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{
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m_CurrentPage = PAGE_1;
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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m_iChoiceOnPage[p] = 0;
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m_bChosen[p] = false;
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@@ -84,7 +84,7 @@ ScreenSelectDifficulty::ScreenSelectDifficulty( CString sClassName ) : ScreenSel
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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CLAMP( m_iChoiceOnPage[p], 0, (int)m_ModeChoices[0].size()-1 );
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m_bChosen[p] = false;
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@@ -182,11 +182,10 @@ void ScreenSelectDifficulty::UpdateSelectableChoices()
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// I'm not sure why this was here -- but there seem no ill effects
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// of it's removal.
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//
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//FOREACH_PlayerNumber( p )
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// if( GAMESTATE->IsHumanPlayer(p) )
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//FOREACH_HumanPlayer( p )
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// {
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// MenuRight( (PlayerNumber)p );
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// MenuLeft( (PlayerNumber)p );
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// MenuRight( p );
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// MenuLeft( p );
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// }
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}
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@@ -281,11 +280,9 @@ void ScreenSelectDifficulty::MenuRight( PlayerNumber pn )
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void ScreenSelectDifficulty::ChangePage( Page newPage )
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{
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int p;
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// If anyone has already chosen, don't allow changing of pages
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for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsHumanPlayer(p) && m_bChosen[p] )
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FOREACH_HumanPlayer( p )
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if( m_bChosen[p] )
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return;
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bool bPageIncreasing = newPage > m_CurrentPage;
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@@ -321,8 +318,8 @@ void ScreenSelectDifficulty::ChangePage( Page newPage )
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}
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// change both players
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for( p=0; p<NUM_PLAYERS; p++ )
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ChangeWithinPage( (PlayerNumber)p, iSwitchToIndex, true );
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FOREACH_PlayerNumber( p )
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ChangeWithinPage( p, iSwitchToIndex, true );
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m_soundChange.Play();
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@@ -335,11 +332,8 @@ void ScreenSelectDifficulty::ChangePage( Page newPage )
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bool ScreenSelectDifficulty::ChangeWithinPage( PlayerNumber pn, int iNewChoice, bool bChangingPages )
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{
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bool bAnyChanged = false;
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FOREACH_PlayerNumber( p )
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FOREACH_HumanPlayer( p )
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{
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if( !GAMESTATE->IsHumanPlayer(p) )
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continue; // skip
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if( p!=pn && m_CurrentPage==PAGE_1 )
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continue; // skip
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if( m_iChoiceOnPage[p] == iNewChoice )
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@@ -348,8 +342,8 @@ bool ScreenSelectDifficulty::ChangeWithinPage( PlayerNumber pn, int iNewChoice,
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bAnyChanged = true;
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m_iChoiceOnPage[p] = iNewChoice;
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float fCursorX = GetCursorX( (PlayerNumber)p );
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float fCursorY = GetCursorY( (PlayerNumber)p );
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float fCursorX = GetCursorX( p );
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float fCursorY = GetCursorY( p );
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m_sprCursor[p].StopTweening();
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m_sprCursor[p].BeginTweening( 0.2f, bChangingPages ? TWEEN_LINEAR : TWEEN_DECELERATE );
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@@ -386,28 +380,26 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
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SCREENMAN->PlayStartSound();
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}
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int p;
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// courses should be selected for both players at all times
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if( BothPlayersModeChoice(mc) )
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{
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_HumanPlayer( p )
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{
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if( m_bChosen[p] || !GAMESTATE->IsHumanPlayer((PlayerNumber)p) || p == pn )
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if( m_bChosen[p] || p == pn )
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continue;
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// move all cursors to the oni/nonstop selection so it graphically looks as if all players selected the same option.
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ChangeWithinPage( (PlayerNumber)p, m_iChoiceOnPage[pn], false );
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ChangeWithinPage( p, m_iChoiceOnPage[pn], false );
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bPlaySelect = false;
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MenuStart( (PlayerNumber)p ); // agree everyone
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MenuStart( p ); // agree everyone
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bPlaySelect = true;
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}
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}
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else // someone must have chosen arcade style play so oni/nonstop/endless must be disabled
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{
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_HumanPlayer( p )
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{
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if( m_bChosen[p] || !GAMESTATE->IsHumanPlayer((PlayerNumber)p) || p == pn )
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if( m_bChosen[p] || p == pn )
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continue;
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if( !BothPlayersModeChoice(m_ModeChoices[m_CurrentPage][m_iChoiceOnPage[p]]) )
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@@ -437,16 +429,16 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
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ASSERT( iSwitchToIndex != -1 );
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// move the cursor
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ChangeWithinPage( (PlayerNumber) p, iSwitchToIndex, false );
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ChangeWithinPage( p, iSwitchToIndex, false );
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}
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/* If the other player is active and hasn't yet chosen, gray out unselectable options.
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* Otherwise, don't do this, so we don't gray out stuff when nothing else can be selected
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* anyway. */
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bool bAnyPlayersLeft = false;
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_HumanPlayer( p )
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{
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if( !GAMESTATE->IsHumanPlayer((PlayerNumber)p) || m_bChosen[p] || p == pn )
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if( m_bChosen[p] || p == pn )
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continue;
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bAnyPlayersLeft = true;
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}
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@@ -470,13 +462,13 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
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if( m_CurrentPage == PAGE_2 )
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{
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// choose this for all the other players too
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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if( m_bChosen[p] )
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continue;
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bPlaySelect = false;
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MenuStart( (PlayerNumber)p );
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MenuStart( p );
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bPlaySelect = true;
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}
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}
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@@ -489,9 +481,9 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
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// check to see if everyone has chosen
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for( p=0; p<NUM_PLAYERS; p++ )
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FOREACH_HumanPlayer( p )
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{
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if( GAMESTATE->IsHumanPlayer((PlayerNumber)p) && m_bChosen[p] == false )
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if( m_bChosen[p] == false )
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return;
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}
|
||||
this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_CHOICE_SECONDS ); // tell our owner it's time to move on
|
||||
@@ -499,8 +491,6 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
|
||||
|
||||
void ScreenSelectDifficulty::TweenOnScreen()
|
||||
{
|
||||
unsigned p;
|
||||
|
||||
for( int page=0; page<NUM_PAGES; page++ )
|
||||
{
|
||||
SET_XY_AND_ON_COMMAND( m_sprExplanation[page] );
|
||||
@@ -513,13 +503,10 @@ void ScreenSelectDifficulty::TweenOnScreen()
|
||||
}
|
||||
}
|
||||
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_HumanPlayer( p )
|
||||
{
|
||||
if( !GAMESTATE->IsHumanPlayer((PlayerNumber)p) )
|
||||
continue;
|
||||
|
||||
float fCursorX = GetCursorX( (PlayerNumber)p );
|
||||
float fCursorY = GetCursorY( (PlayerNumber)p );
|
||||
float fCursorX = GetCursorX( p );
|
||||
float fCursorY = GetCursorY( p );
|
||||
|
||||
m_sprCursor[p].SetXY( fCursorX, fCursorY );
|
||||
ON_COMMAND( m_sprCursor[p] );
|
||||
@@ -536,11 +523,8 @@ void ScreenSelectDifficulty::TweenOffScreen()
|
||||
OFF_COMMAND( m_sprExplanation[page] );
|
||||
OFF_COMMAND( m_sprMore[page] );
|
||||
|
||||
FOREACH_PlayerNumber( p )
|
||||
FOREACH_HumanPlayer( p )
|
||||
{
|
||||
if( !GAMESTATE->IsHumanPlayer(p) )
|
||||
continue;
|
||||
|
||||
OFF_COMMAND( m_sprCursor[p] );
|
||||
OFF_COMMAND( m_sprOK[p] );
|
||||
OFF_COMMAND( m_sprShadow[p] );
|
||||
|
||||
@@ -56,8 +56,8 @@
|
||||
ScreenSelectDifficultyEX::ScreenSelectDifficultyEX( CString sClassName ) : ScreenSelect( sClassName )
|
||||
{
|
||||
m_CurrentPage = PAGE_1;
|
||||
int p;
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
m_iChoice[p] = 0;
|
||||
m_bChosen[p] = false;
|
||||
@@ -98,7 +98,7 @@ ScreenSelectDifficultyEX::ScreenSelectDifficultyEX( CString sClassName ) : Scree
|
||||
}
|
||||
SetDifficultyIconText( false ); // Make sure we show the names!
|
||||
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
if( GAMESTATE->IsPlayerEnabled(p) ) // Only show their cursor, if they're enabled
|
||||
{
|
||||
@@ -374,8 +374,7 @@ void ScreenSelectDifficultyEX::MenuStart( PlayerNumber pn )
|
||||
const ModeChoice& mc = m_ModeChoices[m_iChoice[pn]];
|
||||
bool AnotherPlayerSelected = false;
|
||||
|
||||
int p;
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
if(p != pn && m_bChosen[p]) { AnotherPlayerSelected = true; }
|
||||
}
|
||||
@@ -398,7 +397,7 @@ void ScreenSelectDifficultyEX::MenuStart( PlayerNumber pn )
|
||||
if( IsACourse( m_iChoice[pn] ) )
|
||||
{
|
||||
// If this is course/mode, choose this for all the other players too
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
if( m_bChosen[p] ) { continue; }
|
||||
MenuStart( (PlayerNumber)p );
|
||||
@@ -416,7 +415,7 @@ void ScreenSelectDifficultyEX::MenuStart( PlayerNumber pn )
|
||||
|
||||
|
||||
// check to see if everyone has chosen
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
if( GAMESTATE->IsPlayerEnabled((PlayerNumber)p) && m_bChosen[p] == false )
|
||||
{
|
||||
@@ -428,9 +427,7 @@ void ScreenSelectDifficultyEX::MenuStart( PlayerNumber pn )
|
||||
|
||||
void ScreenSelectDifficultyEX::TweenOnScreen()
|
||||
{
|
||||
unsigned p;
|
||||
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) ) { continue; }
|
||||
|
||||
|
||||
@@ -50,9 +50,7 @@ const ScreenMessage SM_PlayPostSwitchPage = (ScreenMessage)(SM_User+1);
|
||||
|
||||
ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sClassName )
|
||||
{
|
||||
int p, i;
|
||||
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
m_iChoice[p] = clamp( DEFAULT_CHOICE-1, 0, (int) m_aModeChoices.size() );
|
||||
m_bChosen[p] = false;
|
||||
@@ -61,7 +59,7 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
|
||||
// init cursor
|
||||
if( SHARED_PREVIEW_AND_CURSOR )
|
||||
{
|
||||
for( i=0; i<NUM_CURSOR_PARTS; i++ )
|
||||
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
||||
{
|
||||
CString sFName = ssprintf("%s Cursor Part%d", m_sName.c_str(),i+1);
|
||||
m_sprCursor[i][0].SetName( ssprintf("CursorPart%d",i+1) );
|
||||
@@ -71,12 +69,10 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
|
||||
}
|
||||
else
|
||||
{
|
||||
for( i=0; i<NUM_CURSOR_PARTS; i++ )
|
||||
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
||||
{
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_HumanPlayer( p )
|
||||
{
|
||||
if( !GAMESTATE->IsPlayerEnabled(p) )
|
||||
continue; // skip
|
||||
CString sFName = ssprintf("%s Cursor Part%d P%d", m_sName.c_str(),i+1,p+1);
|
||||
m_sprCursor[i][p].SetName( ssprintf("CursorPart%dP%d",i+1,p+1) );
|
||||
m_sprCursor[i][p].Load( THEME->GetPathToG(sFName) );
|
||||
@@ -112,11 +108,8 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
|
||||
}
|
||||
else
|
||||
{
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_HumanPlayer( p )
|
||||
{
|
||||
if( !GAMESTATE->IsPlayerEnabled(p) )
|
||||
continue; // skip
|
||||
|
||||
m_Scroller[p].Load(
|
||||
SCROLLER_SECONDS_PER_ITEM,
|
||||
7,
|
||||
@@ -145,7 +138,7 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
|
||||
const ModeChoice& mc = m_aModeChoices[c];
|
||||
|
||||
// init icon
|
||||
for( i=0; i<NUM_ICON_PARTS; i++ )
|
||||
for( int i=0; i<NUM_ICON_PARTS; i++ )
|
||||
{
|
||||
CString sFName = ssprintf("%s Icon Part%d Choice%s", m_sName.c_str(),i+1,mc.m_sName.c_str());
|
||||
m_sprIcon[i][c].Load( THEME->GetPathToG(sFName) );
|
||||
@@ -166,10 +159,8 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
|
||||
}
|
||||
else
|
||||
{
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_HumanPlayer( p )
|
||||
{
|
||||
if( !GAMESTATE->IsPlayerEnabled(p) )
|
||||
continue; // skip
|
||||
for( i=0; i<NUM_PREVIEW_PARTS; i++ )
|
||||
{
|
||||
CString sFName = ssprintf("%s Preview Part%d Choice%s P%d", m_sName.c_str(),i+1,mc.m_sName.c_str(),p+1);
|
||||
@@ -194,7 +185,7 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
|
||||
}
|
||||
|
||||
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
CLAMP( m_iChoice[p], 0, (int)m_aModeChoices.size()-1 );
|
||||
m_bChosen[p] = false;
|
||||
@@ -290,12 +281,11 @@ void ScreenSelectMaster::HandleScreenMessage( const ScreenMessage SM )
|
||||
else
|
||||
{
|
||||
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||
{
|
||||
m_sprCursor[i][p].SetXY( GetCursorX((PlayerNumber)p,i), GetCursorY((PlayerNumber)p,i) );
|
||||
COMMAND( m_sprCursor[i][p], "PostSwitchPage" );
|
||||
}
|
||||
FOREACH_HumanPlayer( p )
|
||||
{
|
||||
m_sprCursor[i][p].SetXY( GetCursorX((PlayerNumber)p,i), GetCursorY((PlayerNumber)p,i) );
|
||||
COMMAND( m_sprCursor[i][p], "PostSwitchPage" );
|
||||
}
|
||||
}
|
||||
|
||||
if( SHARED_PREVIEW_AND_CURSOR )
|
||||
@@ -306,9 +296,8 @@ void ScreenSelectMaster::HandleScreenMessage( const ScreenMessage SM )
|
||||
else
|
||||
{
|
||||
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||
COMMAND( m_sprPreview[i][m_iChoice[p]][p], "PostSwitchPage" );
|
||||
FOREACH_HumanPlayer( p )
|
||||
COMMAND( m_sprPreview[i][m_iChoice[p]][p], "PostSwitchPage" );
|
||||
}
|
||||
|
||||
m_fLockInputSecs = POST_SWITCH_PAGE_SECONDS;
|
||||
@@ -406,8 +395,7 @@ bool ScreenSelectMaster::ChangePage( int iNewChoice )
|
||||
Page newPage = GetPage(iNewChoice);
|
||||
|
||||
// If anyone has already chosen, don't allow changing of pages
|
||||
int p;
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( GAMESTATE->IsHumanPlayer(p) && m_bChosen[p] )
|
||||
return false;
|
||||
|
||||
@@ -432,15 +420,18 @@ bool ScreenSelectMaster::ChangePage( int iNewChoice )
|
||||
|
||||
if( SHARED_PREVIEW_AND_CURSOR )
|
||||
{
|
||||
int iChoice = m_iChoice[GAMESTATE->m_MasterPlayerNumber];
|
||||
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
||||
COMMAND( m_sprPreview[i][m_iChoice[p]][0], "PreSwitchPage" );
|
||||
COMMAND( m_sprPreview[i][iChoice][0], "PreSwitchPage" );
|
||||
}
|
||||
else
|
||||
{
|
||||
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||
COMMAND( m_sprPreview[i][m_iChoice[p]][p], "PreSwitchPage" );
|
||||
FOREACH_HumanPlayer( p )
|
||||
{
|
||||
int iChoice = m_iChoice[p];
|
||||
COMMAND( m_sprPreview[i][iChoice][p], "PreSwitchPage" );
|
||||
}
|
||||
}
|
||||
|
||||
for( int page=0; page<NUM_PAGES; page++ )
|
||||
@@ -462,7 +453,7 @@ bool ScreenSelectMaster::ChangePage( int iNewChoice )
|
||||
}
|
||||
|
||||
// change both players
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
m_iChoice[p] = iNewChoice;
|
||||
|
||||
m_fLockInputSecs = PRE_SWITCH_PAGE_SECONDS;
|
||||
@@ -664,14 +655,13 @@ void ScreenSelectMaster::TweenOnScreen()
|
||||
}
|
||||
else
|
||||
{
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
||||
{
|
||||
COMMAND( m_sprPreview[i][c][p], int(c) == m_iChoice[p]? "GainFocus":"LoseFocus" );
|
||||
m_sprPreview[i][c][p]->FinishTweening();
|
||||
SET_XY_AND_ON_COMMAND( m_sprPreview[i][c][p] );
|
||||
}
|
||||
FOREACH_HumanPlayer( p )
|
||||
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
||||
{
|
||||
COMMAND( m_sprPreview[i][c][p], int(c) == m_iChoice[p]? "GainFocus":"LoseFocus" );
|
||||
m_sprPreview[i][c][p]->FinishTweening();
|
||||
SET_XY_AND_ON_COMMAND( m_sprPreview[i][c][p] );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -687,12 +677,11 @@ void ScreenSelectMaster::TweenOnScreen()
|
||||
else
|
||||
{
|
||||
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||
{
|
||||
m_sprCursor[i][p].SetXY( GetCursorX((PlayerNumber)p,i), GetCursorY((PlayerNumber)p,i) );
|
||||
ON_COMMAND( m_sprCursor[i][p] );
|
||||
}
|
||||
FOREACH_HumanPlayer( p )
|
||||
{
|
||||
m_sprCursor[i][p].SetXY( GetCursorX((PlayerNumber)p,i), GetCursorY((PlayerNumber)p,i) );
|
||||
ON_COMMAND( m_sprCursor[i][p] );
|
||||
}
|
||||
}
|
||||
|
||||
if( SHOW_SCROLLER )
|
||||
@@ -705,14 +694,13 @@ void ScreenSelectMaster::TweenOnScreen()
|
||||
COMMAND( *m_sprScroll[c][0], int(c) == m_iChoice[0]? "GainFocus":"LoseFocus" );
|
||||
}
|
||||
else
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||
{
|
||||
m_Scroller[p].SetCurrentAndDestinationItem( m_iChoice[p] );
|
||||
SET_XY_AND_ON_COMMAND( m_Scroller[p] );
|
||||
for( unsigned c=0; c<m_aModeChoices.size(); c++ )
|
||||
COMMAND( *m_sprScroll[c][p], int(c) == m_iChoice[p]? "GainFocus":"LoseFocus" );
|
||||
}
|
||||
FOREACH_HumanPlayer( p )
|
||||
{
|
||||
m_Scroller[p].SetCurrentAndDestinationItem( m_iChoice[p] );
|
||||
SET_XY_AND_ON_COMMAND( m_Scroller[p] );
|
||||
for( unsigned c=0; c<m_aModeChoices.size(); c++ )
|
||||
COMMAND( *m_sprScroll[c][p], int(c) == m_iChoice[p]? "GainFocus":"LoseFocus" );
|
||||
}
|
||||
}
|
||||
|
||||
SET_XY_AND_ON_COMMAND( m_sprExplanation[GetCurrentPage()] );
|
||||
@@ -731,9 +719,8 @@ void ScreenSelectMaster::TweenOffScreen()
|
||||
else
|
||||
{
|
||||
for( int i=0; i<NUM_CURSOR_PARTS; i++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||
OFF_COMMAND( m_sprCursor[i][p] );
|
||||
FOREACH_HumanPlayer( p )
|
||||
OFF_COMMAND( m_sprCursor[i][p] );
|
||||
}
|
||||
|
||||
for( unsigned c=0; c<m_aModeChoices.size(); c++ )
|
||||
@@ -748,8 +735,8 @@ void ScreenSelectMaster::TweenOffScreen()
|
||||
SelectedByEitherPlayer = true;
|
||||
}
|
||||
else
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( GAMESTATE->IsPlayerEnabled(p) && m_iChoice[p] == (int)c )
|
||||
FOREACH_HumanPlayer( p )
|
||||
if( m_iChoice[p] == (int)c )
|
||||
SelectedByEitherPlayer = true;
|
||||
|
||||
for( int i=0; i<NUM_ICON_PARTS; i++ )
|
||||
@@ -770,12 +757,11 @@ void ScreenSelectMaster::TweenOffScreen()
|
||||
else
|
||||
{
|
||||
for( int i=0; i<NUM_PREVIEW_PARTS; i++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
if( GAMESTATE->IsPlayerEnabled(p) )
|
||||
{
|
||||
OFF_COMMAND( m_sprPreview[i][c][p] );
|
||||
COMMAND( m_sprPreview[i][c][0], SelectedByEitherPlayer? "OffFocused":"OffUnfocused" );
|
||||
}
|
||||
FOREACH_HumanPlayer( p )
|
||||
{
|
||||
OFF_COMMAND( m_sprPreview[i][c][p] );
|
||||
COMMAND( m_sprPreview[i][c][0], SelectedByEitherPlayer? "OffFocused":"OffUnfocused" );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -101,10 +101,8 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
|
||||
|
||||
m_MusicWheel.Load();
|
||||
|
||||
int p;
|
||||
|
||||
// pop'n music has this under the songwheel...
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
Character* pChar = GAMESTATE->m_pCurCharacters[p];
|
||||
m_sprCharacterIcon[p].SetName( ssprintf("CharacterIconP%d",p+1) );
|
||||
@@ -239,7 +237,7 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
|
||||
this->AddChild( &m_DifficultyList );
|
||||
}
|
||||
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
if( !GAMESTATE->IsHumanPlayer(p) )
|
||||
continue; // skip
|
||||
|
||||
@@ -126,8 +126,7 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
|
||||
|
||||
case SM_BeginFadingOut:
|
||||
m_Out.StartTransitioning();
|
||||
int p;
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
FOREACH_PlayerNumber( p )
|
||||
OFF_COMMAND( m_sprCharacterIcon[p] );
|
||||
OFF_COMMAND( m_SongTitle );
|
||||
OFF_COMMAND( m_Artist );
|
||||
|
||||
Reference in New Issue
Block a user