[Xcode4] May as well fix switch warnings.
Still need some assistance for the linker error.
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@@ -205,10 +205,11 @@ void ScreenSelectCharacter::BeforeRowChange( PlayerNumber pn )
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PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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m_sprCardArrows[pnAffected].StopEffect();
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break;
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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m_sprCardArrows[pnAffected].StopEffect();
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break;
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default: break;
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}
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}
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@@ -217,10 +218,11 @@ void ScreenSelectCharacter::AfterRowChange( PlayerNumber pn )
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PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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m_sprCardArrows[pnAffected].SetEffectGlowShift();
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break;
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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m_sprCardArrows[pnAffected].SetEffectGlowShift();
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break;
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default: break;
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}
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}
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@@ -297,15 +299,18 @@ void ScreenSelectCharacter::Move( PlayerNumber pn, int deltaValue )
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PlayerNumber pnAffected = GetAffectedPlayerNumber(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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vector<Character*> apCharacters;
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CHARMAN->GetCharacters( apCharacters );
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m_iSelectedCharacter[pnAffected] += deltaValue;
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wrap( m_iSelectedCharacter[pnAffected], apCharacters.size() );
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AfterValueChange(pn);
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m_soundChange.Play();
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break;
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case CHOOSING_CPU_CHARACTER:
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case CHOOSING_HUMAN_CHARACTER:
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{
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vector<Character*> apCharacters;
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CHARMAN->GetCharacters( apCharacters );
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m_iSelectedCharacter[pnAffected] += deltaValue;
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wrap( m_iSelectedCharacter[pnAffected], apCharacters.size() );
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AfterValueChange(pn);
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m_soundChange.Play();
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break;
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}
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default: break;
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}
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}
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@@ -332,12 +337,13 @@ void ScreenSelectCharacter::MakeSelection( PlayerNumber pn )
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BeforeRowChange(pn);
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switch( m_SelectionRow[pn] )
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{
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case CHOOSING_HUMAN_CHARACTER:
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m_SelectionRow[pn] = GAMESTATE->AnyPlayersAreCpu() ? CHOOSING_CPU_CHARACTER : FINISHED_CHOOSING;
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break;
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case CHOOSING_CPU_CHARACTER:
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m_SelectionRow[pn] = FINISHED_CHOOSING;
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break;
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case CHOOSING_HUMAN_CHARACTER:
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m_SelectionRow[pn] = GAMESTATE->AnyPlayersAreCpu() ? CHOOSING_CPU_CHARACTER : FINISHED_CHOOSING;
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break;
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case CHOOSING_CPU_CHARACTER:
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m_SelectionRow[pn] = FINISHED_CHOOSING;
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break;
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default: break;
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}
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AfterRowChange(pn);
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AfterValueChange(pn);
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