"for( int p=0; p<NUM_PLAYERS; p++ )" -> "FOREACH_PlayerNumber( p )"
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@@ -56,7 +56,7 @@ DancingCharacters::DancingCharacters()
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memset( m_bHasWinAnim, 0, sizeof(m_bHasWinAnim) );
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memset( m_bHasFailAnim, 0, sizeof(m_bHasFailAnim) );
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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m_2DIdleTimer[p].SetZero();
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m_i2DAnimState[p] = AS2D_IDLE; // start on idle state
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@@ -174,7 +174,7 @@ void DancingCharacters::LoadNextSong()
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ASSERT( GAMESTATE->m_pCurSong );
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m_fThisCameraEndBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsPlayerEnabled(p) )
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m_Character[p].PlayAnimation( "rest" );
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}
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@@ -201,7 +201,7 @@ void DancingCharacters::Update( float fDelta )
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* at a very low music rate. */
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fUpdateScale *= GAMESTATE->m_SongOptions.m_fMusicRate;
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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{
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if( GAMESTATE->IsPlayerEnabled(p) )
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m_Character[p].Update( fDelta*fUpdateScale );
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@@ -212,7 +212,7 @@ void DancingCharacters::Update( float fDelta )
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bool bIsHereWeGo = GAMESTATE->m_bPastHereWeGo;
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if( !bWasHereWeGo && bIsHereWeGo )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsPlayerEnabled(p) )
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m_Character[p].PlayAnimation( "warmup" );
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}
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@@ -224,7 +224,7 @@ void DancingCharacters::Update( float fDelta )
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if( fLastBeat < GAMESTATE->m_pCurSong->m_fFirstBeat &&
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fThisBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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FOREACH_PlayerNumber( p )
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m_Character[p].PlayAnimation( "dance" );
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}
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fLastBeat = fThisBeat;
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@@ -267,7 +267,7 @@ void DancingCharacters::Update( float fDelta )
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}
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// update any 2D stuff
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for( int 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])
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{
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