Maybe this will make the player's name show properly?
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@@ -13,8 +13,11 @@ const int NUM_SCORE_DIGITS = 9;
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#define MAX_COMBO_NUM_DIGITS THEME->GetMetricI("ScreenEvaluation","MaxComboNumDigits")
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const ScreenMessage SM_GotEval = ScreenMessage(SM_User+6);
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ScreenNetEvaluation::ScreenNetEvaluation (const CString & sClassName) : ScreenEvaluation( sClassName )
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{
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m_bHasStats = false;
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m_pActivePlayer = PLAYER_1;
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FOREACH_PlayerNumber (pn)
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@@ -48,22 +51,15 @@ ScreenNetEvaluation::ScreenNetEvaluation (const CString & sClassName) : ScreenEv
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for( int i=0; i<m_iActivePlayers; i++ )
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{
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if (NSMAN->m_PlayerNames[NSMAN->m_ActivePlayer[i]] == GAMESTATE->GetPlayerDisplayName(m_pActivePlayer) )
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m_iCurrentPlayer = i;
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m_textUsers[i].LoadFromFont( THEME->GetPathF(m_sName,"names") );
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m_textUsers[i].SetName( "User" );
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m_textUsers[i].SetShadowLength( 1 );
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m_textUsers[i].SetXY( cx, cy );
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m_textUsers[i].SetText( NSMAN->m_PlayerNames[NSMAN->m_ActivePlayer[i]] );
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ON_COMMAND( m_textUsers[i] );
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this->AddChild( &m_textUsers[i] );
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cx+=USERDX;
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cy+=USERDY;
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}
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COMMAND( m_textUsers[m_iCurrentPlayer], "Sel" );
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}
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void ScreenNetEvaluation::MenuLeft( PlayerNumber pn, const InputEventType type )
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@@ -73,6 +69,8 @@ void ScreenNetEvaluation::MenuLeft( PlayerNumber pn, const InputEventType type )
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void ScreenNetEvaluation::MenuUp( PlayerNumber pn, const InputEventType type )
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{
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if (!m_bHasStats)
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return;
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COMMAND( m_textUsers[m_iCurrentPlayer], "DeSel" );
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m_iCurrentPlayer = (m_iCurrentPlayer + m_iActivePlayers - 1) % m_iActivePlayers;
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COMMAND( m_textUsers[m_iCurrentPlayer], "Sel" );
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@@ -86,12 +84,33 @@ void ScreenNetEvaluation::MenuRight( PlayerNumber pn, const InputEventType type
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void ScreenNetEvaluation::MenuDown( PlayerNumber pn, const InputEventType type )
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{
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if (!m_bHasStats)
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return;
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COMMAND( m_textUsers[m_iCurrentPlayer], "DeSel" );
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m_iCurrentPlayer = (m_iCurrentPlayer + 1) % m_iActivePlayers;
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COMMAND( m_textUsers[m_iCurrentPlayer], "Sel" );
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UpdateStats();
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}
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void ScreenNetEvaluation::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_GotEval:
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m_bHasStats = true;
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for( int i=0; i<m_iActivePlayers; i++ )
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{
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if (NSMAN->m_PlayerNames[NSMAN->m_ActivePlayer[i]] == GAMESTATE->GetPlayerDisplayName(m_pActivePlayer) )
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m_iCurrentPlayer = i;
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m_textUsers[i].SetText( NSMAN->m_PlayerNames[NSMAN->m_EvalPlayerData[i].name] );
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ON_COMMAND( m_textUsers[i] );
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}
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COMMAND( m_textUsers[m_iCurrentPlayer], "Sel" );
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break;
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}
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}
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void ScreenNetEvaluation::UpdateStats()
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{
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m_Grades[m_pActivePlayer].SetGrade( (PlayerNumber)m_pActivePlayer, (Grade)NSMAN->m_EvalPlayerData[m_iCurrentPlayer].grade );
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