hide Players with no NoteField, always center MultiPlayer Players instead of looking up position metrics
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@@ -183,6 +183,7 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, Dif
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m_ptextPlayerOptions = NULL;
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m_ptextPlayerOptions = NULL;
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m_pActiveAttackList = NULL;
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m_pActiveAttackList = NULL;
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m_pPlayer = new Player( m_NoteData, bShowNoteField );
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m_pPlayer = new Player( m_NoteData, bShowNoteField );
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m_pPlayer->SetVisible( bShowNoteField );
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m_pInventory = NULL;
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m_pInventory = NULL;
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m_pDifficultyIcon = NULL;
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m_pDifficultyIcon = NULL;
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@@ -456,9 +457,17 @@ void ScreenGameplay::Init()
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// If pi->m_pn is set, then the player will be visible. If not, then it's not
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// If pi->m_pn is set, then the player will be visible. If not, then it's not
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// visible and don't bother setting its position.
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// visible and don't bother setting its position.
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float fPlayerX = PLAYER_X( pi->GetName(), GAMESTATE->GetCurrentStyle()->m_StyleType );
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float fPlayerX;
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if( GAMESTATE->m_bMultiplayer && !pi->m_bIsDummy )
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{
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fPlayerX = SCREEN_CENTER_X;
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}
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else
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{
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fPlayerX = PLAYER_X( pi->GetName(), GAMESTATE->GetCurrentStyle()->m_StyleType );
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if( Center1Player() )
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if( Center1Player() )
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fPlayerX = SCREEN_CENTER_X;
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fPlayerX = SCREEN_CENTER_X;
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}
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pi->m_pPlayer->SetX( fPlayerX );
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pi->m_pPlayer->SetX( fPlayerX );
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pi->m_pPlayer->RunCommands( PLAYER_INIT_COMMAND );
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pi->m_pPlayer->RunCommands( PLAYER_INIT_COMMAND );
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