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@@ -79,7 +79,7 @@ bool CodeItem::EnteredCode( GameController controller ) const
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for( unsigned i=0; i<buttons.size()-1; i++ )
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{
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GameInput gi( controller, buttons[i] );
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if( !INPUTMAPPER->IsBeingPressed(gi, MultiPlayer_INVALID, &iep.InputList) )
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if( !INPUTMAPPER->IsBeingPressed(gi, MultiPlayer_Invalid, &iep.InputList) )
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return false;
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}
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return true;
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@@ -35,7 +35,7 @@ void GameCommand::Init()
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m_sText = "";
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m_bInvalid = true;
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m_iIndex = -1;
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m_MultiPlayer = MultiPlayer_INVALID;
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m_MultiPlayer = MultiPlayer_Invalid;
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m_pStyle = NULL;
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m_pm = PlayMode_Invalid;
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m_dc = DIFFICULTY_INVALID;
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@@ -878,7 +878,7 @@ bool GameState::IsMultiPlayerEnabled( MultiPlayer mp ) const
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bool GameState::IsPlayerEnabled( const PlayerState* pPlayerState ) const
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{
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if( pPlayerState->m_mp != MultiPlayer_INVALID )
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if( pPlayerState->m_mp != MultiPlayer_Invalid )
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return IsMultiPlayerEnabled( pPlayerState->m_mp );
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if( pPlayerState->m_PlayerNumber != PLAYER_INVALID )
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return IsPlayerEnabled( pPlayerState->m_PlayerNumber );
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@@ -12,7 +12,7 @@ REGISTER_ACTOR_CLASS( HoldJudgment )
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HoldJudgment::HoldJudgment()
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{
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m_mpToTrack = MultiPlayer_INVALID;
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m_mpToTrack = MultiPlayer_Invalid;
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}
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void HoldJudgment::Load( const RString &sPath )
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@@ -76,14 +76,14 @@ void HoldJudgment::SetHoldJudgment( HoldNoteScore hns )
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void HoldJudgment::LoadFromMultiPlayer( MultiPlayer mp )
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{
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ASSERT( m_mpToTrack == MultiPlayer_INVALID ); // assert only load once
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ASSERT( m_mpToTrack == MultiPlayer_Invalid ); // assert only load once
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m_mpToTrack = mp;
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this->SubscribeToMessage( enum_add2(Message_ShowHoldJudgmentMuliPlayerP1,m_mpToTrack) );
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}
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void HoldJudgment::HandleMessage( const RString &sMessage )
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{
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ASSERT( m_mpToTrack != MultiPlayer_INVALID );
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ASSERT( m_mpToTrack != MultiPlayer_Invalid );
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if( sMessage == MessageToString( enum_add2(Message_ShowHoldJudgmentMuliPlayerP1,m_mpToTrack) ) )
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SetHoldJudgment( STATSMAN->m_CurStageStats.m_multiPlayer[m_mpToTrack].hnsLast );
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@@ -14,7 +14,7 @@ public:
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type(IET_FIRST_PRESS),
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MenuI(MenuButton_INVALID),
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pn(PLAYER_INVALID),
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mp(MultiPlayer_INVALID) { }
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mp(MultiPlayer_Invalid) { }
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DeviceInput DeviceI;
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GameInput GameI;
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InputEventType type;
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@@ -809,7 +809,7 @@ bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp, const
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if( GameToDevice( GameI, i, DeviceI ) )
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{
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if( mp != MultiPlayer_INVALID )
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if( mp != MultiPlayer_Invalid )
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DeviceI.device = MultiPlayerToInputDevice(mp);
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if( INPUTFILTER->IsBeingPressed(DeviceI, pButtonState) )
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return true;
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@@ -859,7 +859,7 @@ float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
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DeviceInput DeviceI;
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if( GameToDevice( GameI, i, DeviceI ) )
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{
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if( mp != MultiPlayer_INVALID )
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if( mp != MultiPlayer_Invalid )
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DeviceI.device = MultiPlayerToInputDevice(mp);
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fMaxSecsHeld = max( fMaxSecsHeld, INPUTFILTER->GetSecsHeld(DeviceI) );
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}
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@@ -902,7 +902,7 @@ void InputMapper::ResetKeyRepeat( MenuButton MenuI, PlayerNumber pn )
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InputDevice InputMapper::MultiPlayerToInputDevice( MultiPlayer mp )
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{
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if( mp == MultiPlayer_INVALID )
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if( mp == MultiPlayer_Invalid )
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return InputDevice_Invalid;
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return enum_add2( DEVICE_JOY1, mp );
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}
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@@ -910,7 +910,7 @@ InputDevice InputMapper::MultiPlayerToInputDevice( MultiPlayer mp )
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MultiPlayer InputMapper::InputDeviceToMultiPlayer( InputDevice id )
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{
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if( id == InputDevice_Invalid )
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return MultiPlayer_INVALID;
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return MultiPlayer_Invalid;
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return enum_add2( MultiPlayer_1, id - DEVICE_JOY1 );
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}
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@@ -60,10 +60,10 @@ public:
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void MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] );
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PlayerNumber ControllerToPlayerNumber( GameController controller );
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float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID );
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float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid );
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float GetSecsHeld( MenuButton MenuI, PlayerNumber pn );
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bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID, const DeviceInputList *pButtonState = NULL );
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bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_Invalid, const DeviceInputList *pButtonState = NULL );
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bool IsBeingPressed( MenuButton MenuI, PlayerNumber pn );
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void ResetKeyRepeat( const GameInput &GameI );
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@@ -13,7 +13,7 @@ REGISTER_ACTOR_CLASS( Judgment )
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Judgment::Judgment()
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{
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m_mpToTrack = MultiPlayer_INVALID;
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m_mpToTrack = MultiPlayer_Invalid;
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}
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void Judgment::LoadFromNode( const RString& sDir, const XNode* pNode )
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@@ -105,14 +105,14 @@ void Judgment::SetJudgment( TapNoteScore score, bool bEarly )
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void Judgment::LoadFromMultiPlayer( MultiPlayer mp )
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{
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ASSERT( m_mpToTrack == MultiPlayer_INVALID ); // assert only load once
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ASSERT( m_mpToTrack == MultiPlayer_Invalid ); // assert only load once
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m_mpToTrack = mp;
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this->SubscribeToMessage( enum_add2(Message_ShowJudgmentMuliPlayerP1,m_mpToTrack) );
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}
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void Judgment::HandleMessage( const RString &sMessage )
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{
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if( m_mpToTrack != MultiPlayer_INVALID && sMessage == MessageToString( enum_add2(Message_ShowJudgmentMuliPlayerP1,m_mpToTrack) ) )
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if( m_mpToTrack != MultiPlayer_Invalid && sMessage == MessageToString( enum_add2(Message_ShowJudgmentMuliPlayerP1,m_mpToTrack) ) )
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SetJudgment( STATSMAN->m_CurStageStats.m_multiPlayer[m_mpToTrack].tnsLast, false ); // FIXME: save and pass early bool?
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ActorFrame::HandleMessage( sMessage );
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@@ -209,7 +209,7 @@ void Player::Init(
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if( GAMESTATE->m_bMultiplayer && !m_sprJudgmentFrame.IsLoaded() ) // only load the first time
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{
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GameCommand gc;
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ASSERT( pPlayerState->m_mp != MultiPlayer_INVALID );
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ASSERT( pPlayerState->m_mp != MultiPlayer_Invalid );
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gc.m_MultiPlayer = pPlayerState->m_mp;
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{
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@@ -695,7 +695,7 @@ void Player::Update( float fDeltaTime )
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if( m_pPlayerStageStats != NULL )
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m_pPlayerStageStats->hnsLast = hns;
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if( m_pPlayerState->m_mp != MultiPlayer_INVALID )
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if( m_pPlayerState->m_mp != MultiPlayer_Invalid )
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MESSAGEMAN->Broadcast( enum_add2(Message_ShowHoldJudgmentMuliPlayerP1,m_pPlayerState->m_mp) );
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m_vHoldJudgment[iTrack]->SetHoldJudgment( hns );
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@@ -1760,7 +1760,7 @@ void Player::SetJudgment( TapNoteScore tns, bool bEarly )
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{
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if( m_pPlayerStageStats )
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m_pPlayerStageStats->tnsLast = tns;
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if( m_pPlayerState->m_mp != MultiPlayer_INVALID )
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if( m_pPlayerState->m_mp != MultiPlayer_Invalid )
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MESSAGEMAN->Broadcast( enum_add2(Message_ShowJudgmentMuliPlayerP1,m_pPlayerState->m_mp) );
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if( m_pJudgment )
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@@ -91,7 +91,7 @@ MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp )
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for( enum_add(mp, 1); mp < NUM_MultiPlayer; enum_add(mp, 1) )
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if( GAMESTATE->IsMultiPlayerEnabled(mp) )
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return mp;
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return MultiPlayer_INVALID;
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return MultiPlayer_Invalid;
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}
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/*
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@@ -70,7 +70,7 @@ enum MultiPlayer
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MultiPlayer_31,
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MultiPlayer_32,
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NUM_MultiPlayer, // leave this at the end
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MultiPlayer_INVALID
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MultiPlayer_Invalid
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};
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const RString& MultiPlayerToString( MultiPlayer mp );
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const RString& MultiPlayerToLocalizedString( MultiPlayer mp );
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@@ -78,7 +78,7 @@ LuaDeclareType( MultiPlayer );
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#define FOREACH_MultiPlayer( pn ) FOREACH_ENUM2( MultiPlayer, pn )
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#define FOREACH_EnabledMultiPlayer( mp ) for( MultiPlayer mp=GetNextEnabledMultiPlayer((MultiPlayer)-1); mp!=MultiPlayer_INVALID; mp=GetNextEnabledMultiPlayer(mp) )
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#define FOREACH_EnabledMultiPlayer( mp ) for( MultiPlayer mp=GetNextEnabledMultiPlayer((MultiPlayer)-1); mp!=MultiPlayer_Invalid; mp=GetNextEnabledMultiPlayer(mp) )
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MultiPlayer GetNextEnabledMultiPlayer( MultiPlayer mp );
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@@ -6,7 +6,7 @@
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PlayerState::PlayerState()
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{
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m_PlayerNumber = PLAYER_INVALID;
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m_mp = MultiPlayer_INVALID;
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m_mp = MultiPlayer_Invalid;
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Reset();
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}
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@@ -97,7 +97,7 @@ static Preference<bool> g_bEasterEggs( "EasterEggs", true );
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PlayerInfo::PlayerInfo()
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{
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m_pn = PLAYER_INVALID;
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m_mp = MultiPlayer_INVALID;
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m_mp = MultiPlayer_Invalid;
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m_bIsDummy = false;
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m_pLifeMeter = NULL;
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m_ptextCourseSongNumber = NULL;
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@@ -243,7 +243,7 @@ bool PlayerInfo::IsEnabled()
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{
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if( m_pn != PLAYER_INVALID )
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return GAMESTATE->IsPlayerEnabled( m_pn );
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if( m_mp != MultiPlayer_INVALID )
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if( m_mp != MultiPlayer_Invalid )
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return GAMESTATE->IsMultiPlayerEnabled( m_mp );
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else if( m_bIsDummy )
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return true;
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@@ -286,7 +286,7 @@ GetNextEnabledPlayerNumberInfo( vector<PlayerInfo>::iterator iter, vector<Player
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continue;
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if( !iter->IsEnabled() )
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continue;
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if( iter->m_mp != MultiPlayer_INVALID )
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if( iter->m_mp != MultiPlayer_Invalid )
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continue;
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return iter;
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}
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@@ -2173,7 +2173,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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if( GAMESTATE->m_bMultiplayer )
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{
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if( input.mp != MultiPlayer_INVALID &&
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if( input.mp != MultiPlayer_Invalid &&
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input.type==IET_FIRST_PRESS &&
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iCol != Column_INVALID &&
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GAMESTATE->IsMultiPlayerEnabled(input.mp) )
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@@ -51,7 +51,7 @@ public:
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PlayerStageStats *GetPlayerStageStats();
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PlayerNumber GetStepsAndTrailIndex() { return m_pn == PLAYER_INVALID ? PLAYER_1 : m_pn; }
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bool IsEnabled();
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bool IsMultiPlayer() const { return m_mp != MultiPlayer_INVALID; }
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bool IsMultiPlayer() const { return m_mp != MultiPlayer_Invalid; }
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RString GetName() const
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{
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if( m_bIsDummy )
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@@ -8,7 +8,7 @@ void ScreenGameplayNormal::FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut )
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{
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vPlayerInfoOut.resize( NUM_PLAYERS );
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FOREACH_PlayerNumber( p )
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vPlayerInfoOut[p].Load( p, MultiPlayer_INVALID, true );
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vPlayerInfoOut[p].Load( p, MultiPlayer_Invalid, true );
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};
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// lua end
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@@ -1358,7 +1358,7 @@ void HandleInputEvents(float fDeltaTime)
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INPUTMAPPER->DeviceToGame( input.DeviceI, input.GameI );
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input.mp = MultiPlayer_INVALID;
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input.mp = MultiPlayer_Invalid;
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{
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// Translate input to the appropriate MultiPlayer. Assume that all
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