p -> pn
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@@ -726,8 +726,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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{
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Screen::Update( fDeltaTime );
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Screen::Update( fDeltaTime );
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int pn;
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if( GAMESTATE->m_pCurSong == NULL )
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if( GAMESTATE->m_pCurSong == NULL )
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return;
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return;
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@@ -737,7 +735,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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m_MaxCombo.SetText( ssprintf("%d", m_Player[GAMESTATE->m_MasterPlayerNumber].GetPlayersMaxCombo()) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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m_MaxCombo.SetText( ssprintf("%d", m_Player[GAMESTATE->m_MasterPlayerNumber].GetPlayersMaxCombo()) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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int pn;
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switch( m_DancingState )
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switch( m_DancingState )
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{
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{
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case STATE_DANCING:
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case STATE_DANCING:
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@@ -745,9 +743,9 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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//
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// Update players' alive time
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// Update players' alive time
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//
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//
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( pn=0; pn<NUM_PLAYERS; pn++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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if( GAMESTATE->IsPlayerEnabled(pn) )
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GAMESTATE->m_CurStageStats.fAliveSeconds[p] += fDeltaTime;
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GAMESTATE->m_CurStageStats.fAliveSeconds[pn] += fDeltaTime;
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//
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//
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// Check for end of song
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// Check for end of song
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@@ -851,10 +849,10 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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{
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for( int r=m_iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
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for( int r=m_iRowLastCrossed+1; r<=iRowNow; r++ ) // for each index we crossed since the last update
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{
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( pn=0; pn<NUM_PLAYERS; pn++ )
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{
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{
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if( GAMESTATE->IsPlayerEnabled(p) )
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if( GAMESTATE->IsPlayerEnabled(pn) )
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m_Player[p].CrossedRow( r );
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m_Player[pn].CrossedRow( r );
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}
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}
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}
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}
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