split out ScreenSystemLayer::GetCreditsMessage
This commit is contained in:
@@ -121,68 +121,58 @@ void ScreenSystemLayer::SystemMessageNoAnimate( const CString &sMessage )
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m_textMessage.SetDiffuse( RageColor(1,1,1,0) );
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m_textMessage.SetDiffuse( RageColor(1,1,1,0) );
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}
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}
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void ScreenSystemLayer::RefreshCreditsMessages()
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CString ScreenSystemLayer::GetCreditsMessage( PlayerNumber pn ) const
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{
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{
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// update joined
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if( CREDITS_JOIN_ONLY && !GAMESTATE->PlayersCanJoin() )
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FOREACH_PlayerNumber( p )
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return "";
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{
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CString sCredits;
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bool bShowCreditsMessage;
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bool bShowCreditsMessage;
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if( GAMESTATE->m_bIsOnSystemMenu )
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if( GAMESTATE->m_bIsOnSystemMenu )
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bShowCreditsMessage = true;
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bShowCreditsMessage = true;
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else if( MEMCARDMAN->GetCardsLocked() )
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else if( MEMCARDMAN->GetCardsLocked() )
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bShowCreditsMessage = !GAMESTATE->IsPlayerEnabled( p );
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bShowCreditsMessage = !GAMESTATE->IsPlayerEnabled( pn );
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else
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else
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bShowCreditsMessage = !GAMESTATE->m_bSideIsJoined[p];
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bShowCreditsMessage = !GAMESTATE->m_bSideIsJoined[pn];
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if( !bShowCreditsMessage )
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if( !bShowCreditsMessage )
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{
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{
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MemoryCardState mcs = MEMCARDMAN->GetCardState( p );
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MemoryCardState mcs = MEMCARDMAN->GetCardState( pn );
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const Profile* pProfile = PROFILEMAN->GetProfile( p );
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const Profile* pProfile = PROFILEMAN->GetProfile( pn );
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switch( mcs )
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switch( mcs )
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{
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{
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case MEMORY_CARD_STATE_NO_CARD:
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case MEMORY_CARD_STATE_NO_CARD:
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// this is a local machine profile
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// this is a local machine profile
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if( PROFILEMAN->LastLoadWasFromLastGood(p) && pProfile )
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if( PROFILEMAN->LastLoadWasFromLastGood(pn) && pProfile )
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sCredits = pProfile->GetDisplayName() + CREDITS_LOADED_FROM_LAST_GOOD_APPEND;
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return pProfile->GetDisplayName() + CREDITS_LOADED_FROM_LAST_GOOD_APPEND;
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else if( PROFILEMAN->LastLoadWasTamperedOrCorrupt(p) )
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else if( PROFILEMAN->LastLoadWasTamperedOrCorrupt(pn) )
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sCredits = CREDITS_LOAD_FAILED;
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return CREDITS_LOAD_FAILED;
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// Prefer the name of the profile over the name of the card.
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// Prefer the name of the profile over the name of the card.
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else if( pProfile )
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else if( pProfile )
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sCredits = pProfile->GetDisplayName();
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return pProfile->GetDisplayName();
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else if( GAMESTATE->PlayersCanJoin() )
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else if( GAMESTATE->PlayersCanJoin() )
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sCredits = CREDITS_INSERT_CARD;
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return CREDITS_INSERT_CARD;
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else
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else
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sCredits = "";
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return "";
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break;
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case MEMORY_CARD_STATE_WRITE_ERROR:
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case MEMORY_CARD_STATE_WRITE_ERROR: return CREDITS_CARD_ERROR;
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sCredits = CREDITS_CARD_ERROR;
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case MEMORY_CARD_STATE_TOO_LATE: return CREDITS_CARD_TOO_LATE;
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break;
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case MEMORY_CARD_STATE_CHECKING: return CREDITS_CARD_CHECKING;
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case MEMORY_CARD_STATE_TOO_LATE:
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case MEMORY_CARD_STATE_REMOVED: return CREDITS_CARD_REMOVED;
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sCredits = CREDITS_CARD_TOO_LATE;
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break;
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case MEMORY_CARD_STATE_CHECKING:
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sCredits = CREDITS_CARD_CHECKING;
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break;
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case MEMORY_CARD_STATE_REMOVED:
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sCredits = CREDITS_CARD_REMOVED;
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break;
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case MEMORY_CARD_STATE_READY:
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case MEMORY_CARD_STATE_READY:
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if( PROFILEMAN->LastLoadWasFromLastGood(p) && pProfile )
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if( PROFILEMAN->LastLoadWasFromLastGood(pn) && pProfile )
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sCredits = pProfile->GetDisplayName() + CREDITS_LOADED_FROM_LAST_GOOD_APPEND;
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return pProfile->GetDisplayName() + CREDITS_LOADED_FROM_LAST_GOOD_APPEND;
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else if( PROFILEMAN->LastLoadWasTamperedOrCorrupt(p) )
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else if( PROFILEMAN->LastLoadWasTamperedOrCorrupt(pn) )
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sCredits = CREDITS_LOAD_FAILED;
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return CREDITS_LOAD_FAILED;
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// Prefer the name of the profile over the name of the card.
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// Prefer the name of the profile over the name of the card.
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else if( pProfile )
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else if( pProfile )
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sCredits = pProfile->GetDisplayName();
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return pProfile->GetDisplayName();
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else if( !MEMCARDMAN->IsNameAvailable(p) )
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else if( !MEMCARDMAN->IsNameAvailable(pn) )
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sCredits = CREDITS_CARD_READY;
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return CREDITS_CARD_READY;
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else if( !MEMCARDMAN->GetName(p).empty() )
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else if( !MEMCARDMAN->GetName(pn).empty() )
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sCredits = MEMCARDMAN->GetName(p);
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return MEMCARDMAN->GetName(pn);
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else
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else
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sCredits = CREDITS_CARD_NO_NAME;
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return CREDITS_CARD_NO_NAME;
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break;
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default:
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default:
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FAIL_M( ssprintf("%i",mcs) );
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FAIL_M( ssprintf("%i",mcs) );
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}
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}
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@@ -193,36 +183,38 @@ void ScreenSystemLayer::RefreshCreditsMessages()
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{
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{
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case COIN_HOME:
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case COIN_HOME:
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if( GAMESTATE->PlayersCanJoin() )
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if( GAMESTATE->PlayersCanJoin() )
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sCredits = CREDITS_PRESS_START;
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return CREDITS_PRESS_START;
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else
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else
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sCredits = CREDITS_NOT_PRESENT;
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return CREDITS_NOT_PRESENT;
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break;
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case COIN_PAY:
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case COIN_PAY:
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{
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{
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int Credits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
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int Credits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
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int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
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int Coins = GAMESTATE->m_iCoins % PREFSMAN->m_iCoinsPerCredit;
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sCredits = CREDITS_CREDITS;
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CString sCredits = CREDITS_CREDITS;
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if( Credits > 0 || PREFSMAN->m_iCoinsPerCredit == 1 )
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if( Credits > 0 || PREFSMAN->m_iCoinsPerCredit == 1 )
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sCredits += ssprintf(" %d", Credits);
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sCredits += ssprintf(" %d", Credits);
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if( PREFSMAN->m_iCoinsPerCredit > 1 )
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if( PREFSMAN->m_iCoinsPerCredit > 1 )
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sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit );
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sCredits += ssprintf(" %d/%d", Coins, PREFSMAN->m_iCoinsPerCredit );
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return sCredits;
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}
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}
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break;
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case COIN_FREE:
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case COIN_FREE:
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if( GAMESTATE->PlayersCanJoin() )
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if( GAMESTATE->PlayersCanJoin() )
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sCredits = CREDITS_FREE_PLAY;
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return CREDITS_FREE_PLAY;
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else
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else
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sCredits = CREDITS_NOT_PRESENT;
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return CREDITS_NOT_PRESENT;
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break;
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default:
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default:
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ASSERT(0);
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ASSERT(0);
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}
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}
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}
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}
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}
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if( CREDITS_JOIN_ONLY && !GAMESTATE->PlayersCanJoin() )
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void ScreenSystemLayer::RefreshCreditsMessages()
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sCredits = "";
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{
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m_textCredits[p].SetText( sCredits );
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// update joined
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}
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FOREACH_PlayerNumber( pn )
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m_textCredits[pn].SetText( GetCreditsMessage(pn) );
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}
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}
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void ScreenSystemLayer::AddTimestampLine( const CString &txt, const RageColor &color )
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void ScreenSystemLayer::AddTimestampLine( const CString &txt, const RageColor &color )
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@@ -35,6 +35,7 @@ private:
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RageTimer SkipTimer;
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RageTimer SkipTimer;
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void AddTimestampLine( const CString &txt, const RageColor &color );
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void AddTimestampLine( const CString &txt, const RageColor &color );
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void UpdateTimestampAndSkips();
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void UpdateTimestampAndSkips();
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CString GetCreditsMessage( PlayerNumber pn ) const;
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};
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};
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