rename: ModeChoice -> GameCommand
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@@ -12,7 +12,7 @@
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#include "GameState.h"
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#include "GameConstantsAndTypes.h"
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#include "ThemeManager.h"
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#include "ModeChoice.h"
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#include "GameCommand.h"
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#include "RageDisplay.h"
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#include "UnlockSystem.h"
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#include "arch/ArchHooks/ArchHooks.h"
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@@ -49,10 +49,10 @@ ScreenSelect::ScreenSelect( CString sClassName ) : ScreenWithMenuElements(sClass
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CString sChoiceName = asChoiceNames[c];
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CString sChoice = CHOICE(sChoiceName);
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ModeChoice mc;
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GameCommand mc;
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mc.m_sName = sChoiceName;
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mc.Load( c, ParseActorCommands(sChoice) );
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m_aModeChoices.push_back( mc );
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m_aGameCommands.push_back( mc );
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CString sBGAnimationDir = THEME->GetPath(BGAnimations, m_sName, mc.m_sName, true); // true="optional"
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if( sBGAnimationDir == "" )
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@@ -73,12 +73,12 @@ ScreenSelect::ScreenSelect( CString sClassName ) : ScreenWithMenuElements(sClass
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m_aCodes.push_back( code );
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m_aCodeActions.push_back( CODE_ACTION(c) );
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ModeChoice mc;
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GameCommand mc;
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mc.Load( c, ParseActorCommands(CODE_ACTION(c)) );
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m_aCodeChoices.push_back( mc );
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}
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if( !m_aModeChoices.size() )
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if( !m_aGameCommands.size() )
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RageException::Throw( "Screen \"%s\" does not set any choices", m_sName.c_str() );
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// derived classes can override if they want
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@@ -176,8 +176,8 @@ void ScreenSelect::FinalizeChoices()
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FOREACH_HumanPlayer( p )
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{
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const int sel = GetSelectionIndex( p );
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if( m_aModeChoices[sel].m_pStyle )
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GAMESTATE->m_pCurStyle = m_aModeChoices[sel].m_pStyle;
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if( m_aGameCommands[sel].m_pStyle )
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GAMESTATE->m_pCurStyle = m_aGameCommands[sel].m_pStyle;
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}
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SCREENMAN->RefreshCreditsMessages();
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}
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@@ -203,7 +203,7 @@ void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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* long time (200+ms), and at SM_AllDoneChoosing, we're still tweening stuff
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* off-screen. */
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FOREACH_HumanPlayer( p )
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m_aModeChoices[this->GetSelectionIndex(p)].Apply( p );
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m_aGameCommands[this->GetSelectionIndex(p)].Apply( p );
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//
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// Finalize players if we set a style on this screen.
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@@ -211,7 +211,7 @@ void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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FOREACH_HumanPlayer( p )
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{
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const int sel = GetSelectionIndex( p );
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if( m_aModeChoices[sel].m_pStyle )
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if( m_aGameCommands[sel].m_pStyle )
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{
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GAMESTATE->PlayersFinalized();
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break;
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@@ -219,8 +219,8 @@ void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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}
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const int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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if( m_aModeChoices[iSelectionIndex].m_sScreen != "" )
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SCREENMAN->SetNewScreen( m_aModeChoices[iSelectionIndex ].m_sScreen );
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if( m_aGameCommands[iSelectionIndex].m_sScreen != "" )
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SCREENMAN->SetNewScreen( m_aGameCommands[iSelectionIndex ].m_sScreen );
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else
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SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) );
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}
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