syncing changes from ssc svn, mostly.
[Course.cpp] HasTimedMods() now actually checks for timed mods (technically non-global) instead of being a clone of HasMods() [Player.cpp] add MAX_HOLD_LIFE/[Player] MaxHoldLife metric [ScreenGameplay] looking into places to put loading of replay data, perhaps? [elsewhere] lots of cleanup, and I'm sure there's lots more to be done. add a todo to ProductivityHelpers.
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@@ -474,7 +474,8 @@ void ScreenSelectMaster::UpdateSelectableChoices()
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vector<PlayerNumber> vpns;
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GetActiveElementPlayerNumbers( vpns );
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if(m_bUsingTwoLists && m_iSelectedList == 1) // using two lists and on the 2nd list
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// using two lists and on the 2nd list
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if(m_bUsingTwoLists && m_iSelectedList == 1)
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{
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for( unsigned c=0; c<m_aGameCommands.size(); c++ )
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{
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@@ -482,13 +483,13 @@ void ScreenSelectMaster::UpdateSelectableChoices()
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{
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m_vsprIcon[c]->PlayCommand( "List2Enabled" );
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}
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FOREACH( PlayerNumber, vpns, p )
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if( m_vsprScroll[*p][c].IsLoaded() )
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{
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m_vsprScroll[*p][c]->PlayCommand( "List2Enabled" );
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}
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}
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}
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for( unsigned c=0; c<m_aGameCommandsB.size(); c++ )
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{
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@@ -496,14 +497,14 @@ void ScreenSelectMaster::UpdateSelectableChoices()
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{
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m_vsprIconB[c]->PlayCommand( "List2Enabled" );
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m_vsprIconB[c]->PlayCommand( m_aGameCommandsB[c].IsPlayable()? "Enabled":"Disabled" );
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// we will make element 0 the new selection, so it will gain focus
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if(c==0)
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m_vsprIconB[c]->PlayCommand( "GainFocus" );
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else // everything else loses focus
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m_vsprIconB[c]->PlayCommand( "LoseFocus" );
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}
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FOREACH( PlayerNumber, vpns, p )
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if( m_vsprScrollB[*p][c].IsLoaded() )
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{
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@@ -516,11 +517,10 @@ void ScreenSelectMaster::UpdateSelectableChoices()
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m_vsprScrollB[*p][c]->PlayCommand( "LoseFocus" );
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}
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}
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}
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}
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else
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{
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for( unsigned c=0; c<m_aGameCommands.size(); c++ )
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{
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if( SHOW_ICON )
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