"for( p=0; p<NUM_PLAYERS; p++ )" -> "FOREACH_PlayerNumber( p )"
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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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