convert ints and casts to use PlayerNumber and macros
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@@ -71,7 +71,7 @@ BeginnerHelper::~BeginnerHelper()
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{
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}
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void BeginnerHelper::ShowStepCircle( int pn, int CSTEP )
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void BeginnerHelper::ShowStepCircle( PlayerNumber pn, int CSTEP )
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{
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int isc=0; // Save OR issues within array boundries.. it's worth the extra few bytes of memory.
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switch(CSTEP)
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@@ -89,7 +89,7 @@ void BeginnerHelper::ShowStepCircle( int pn, int CSTEP )
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m_sStepCircle[pn][isc].SetZoom(0);
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}
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void BeginnerHelper::AddPlayer( int pn, NoteData *pSteps )
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void BeginnerHelper::AddPlayer( PlayerNumber pn, NoteData *pSteps )
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{
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ASSERT(!m_bInitialized);
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ASSERT(pSteps != NULL);
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@@ -268,7 +268,7 @@ void BeginnerHelper::DrawPrimitives()
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}
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}
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void BeginnerHelper::Step( int pn, int CSTEP )
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void BeginnerHelper::Step( PlayerNumber pn, int CSTEP )
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{
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m_pDancer[pn]->StopTweening();
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m_pDancer[pn]->SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween.
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@@ -324,12 +324,8 @@ void BeginnerHelper::Update( float fDeltaTime )
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// the row we want to check on this update
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int iCurRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat + 0.4f);
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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FOREACH_EnabledPlayer( pn )
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{
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// Skip if not enabled
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if(!m_bPlayerEnabled[pn])
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continue;
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for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++)
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{
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// Check if there are any notes at all on this row.. If not, save scanning.
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@@ -357,12 +353,9 @@ void BeginnerHelper::Update( float fDeltaTime )
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m_sFlash.Update(fDeltaTime);
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float beat = (fDeltaTime*GAMESTATE->m_fCurBPS);
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for(int pu=0; pu<NUM_PLAYERS; pu++)
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// If this is not a human player, the dancer is not shown
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FOREACH_HumanPlayer( pu )
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{
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// If this is not a human player, the dancer is not shown
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if(!GAMESTATE->IsHumanPlayer(pu))
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continue;
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// Update dancer's animation and StepCircles
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m_pDancer[pu]->Update( beat );
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for(int scu=0; scu<NUM_PLAYERS; scu++)
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