rename: ModeChoice -> GameCommand
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@@ -25,9 +25,9 @@ ScreenSelectStyle::ScreenSelectStyle( CString sClassName ) : ScreenSelect( sClas
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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for( unsigned i=0; i<m_aModeChoices.size(); i++ )
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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{
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const ModeChoice& mc = m_aModeChoices[i];
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const GameCommand& mc = m_aGameCommands[i];
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//
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// Load icon
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@@ -92,9 +92,9 @@ ScreenSelectStyle::ScreenSelectStyle( CString sClassName ) : ScreenSelect( sClas
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// fix Z ordering of Picture and Info so that they draw on top
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for( unsigned i=0; i<this->m_aModeChoices.size(); i++ )
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for( unsigned i=0; i<this->m_aGameCommands.size(); i++ )
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this->MoveToTail( &m_sprPicture[i] );
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for( unsigned i=0; i<this->m_aModeChoices.size(); i++ )
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for( unsigned i=0; i<this->m_aGameCommands.size(); i++ )
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this->MoveToTail( &m_sprInfo[i] );
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@@ -121,7 +121,7 @@ ScreenSelectStyle::ScreenSelectStyle( CString sClassName ) : ScreenSelect( sClas
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//
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// TweenOnScreen
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//
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for( unsigned i=0; i<m_aModeChoices.size(); i++ )
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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{
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SET_XY_AND_ON_COMMAND( m_textIcon[i] );
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SET_XY_AND_ON_COMMAND( m_sprIcon[i] );
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@@ -139,7 +139,7 @@ void ScreenSelectStyle::MenuLeft( PlayerNumber pn )
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int iSwitchToIndex = -1; // -1 means none found
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for( int i=m_iSelection-1; i>=0; i-- )
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{
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if( m_aModeChoices[i].IsPlayable() )
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if( m_aGameCommands[i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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@@ -158,9 +158,9 @@ void ScreenSelectStyle::MenuLeft( PlayerNumber pn )
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void ScreenSelectStyle::MenuRight( PlayerNumber pn )
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{
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int iSwitchToIndex = -1; // -1 means none found
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for( unsigned i=m_iSelection+1; i<m_aModeChoices.size(); i++ )
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for( unsigned i=m_iSelection+1; i<m_aGameCommands.size(); i++ )
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{
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if( m_aModeChoices[i].IsPlayable() )
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if( m_aGameCommands[i].IsPlayable() )
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{
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iSwitchToIndex = i;
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break;
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@@ -190,14 +190,14 @@ void ScreenSelectStyle::MenuStart( PlayerNumber pn )
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SCREENMAN->PlayStartSound();
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SCREENMAN->SendMessageToTopScreen( SM_AllDoneChoosing );
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const ModeChoice& mc = m_aModeChoices[GetSelectionIndex(pn)];
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const GameCommand& mc = m_aGameCommands[GetSelectionIndex(pn)];
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(),mc.m_sName.c_str())) );
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//
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// TweenOffScreen
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//
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for( unsigned i=0; i<m_aModeChoices.size(); i++ )
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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{
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OFF_COMMAND( m_sprIcon[i] );
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OFF_COMMAND( m_textIcon[i] );
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@@ -216,11 +216,11 @@ int ScreenSelectStyle::GetSelectionIndex( PlayerNumber pn )
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void ScreenSelectStyle::UpdateSelectableChoices()
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{
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for( unsigned i=0; i<m_aModeChoices.size(); i++ )
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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{
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/* If the icon is text, use a dimmer diffuse, or we won't be
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* able to see the glow. */
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if( m_aModeChoices[i].IsPlayable() )
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if( m_aGameCommands[i].IsPlayable() )
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{
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m_sprIcon[i].SetDiffuse( RageColor(1,1,1,1) );
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m_textIcon[i].SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) ); // gray so glow is visible
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@@ -236,9 +236,9 @@ void ScreenSelectStyle::UpdateSelectableChoices()
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BeforeChange();
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int iSwitchToStyleIndex = -1; // -1 means none found
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for( unsigned i=0; i<m_aModeChoices.size(); i++ )
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for( unsigned i=0; i<m_aGameCommands.size(); i++ )
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{
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const ModeChoice& mc = m_aModeChoices[i];
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const GameCommand& mc = m_aGameCommands[i];
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if( mc.IsPlayable() )
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{
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iSwitchToStyleIndex = i;
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