Add sorts by meter
Choose a random dancing character on GameState::Reset()
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@@ -43,27 +43,25 @@ const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { -8, 8 };
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DancingCharacters::DancingCharacters()
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{
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if( PREFSMAN->m_bShowDancingCharacters )
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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Character* pChar = GAMESTATE->m_pCurCharacters[p];
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if( !pChar )
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continue;
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if( GAMESTATE->GetNumPlayersEnabled()==2 )
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m_Character[p].SetX( MODEL_X_TWO_PLAYERS[p] );
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else
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m_Character[p].SetX( MODEL_X_ONE_PLAYER );
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m_Character[p].LoadMilkshapeAscii( pChar->GetModelPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "rest", pChar->GetRestAnimationPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
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m_Character[p].PlayAnimation( "rest" );
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this->AddChild( &m_Character[p] );
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}
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Character* pChar = GAMESTATE->m_pCurCharacters[p];
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if( !pChar )
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continue;
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if( GAMESTATE->GetNumPlayersEnabled()==2 )
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m_Character[p].SetX( MODEL_X_TWO_PLAYERS[p] );
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else
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m_Character[p].SetX( MODEL_X_ONE_PLAYER );
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m_Character[p].LoadMilkshapeAscii( pChar->GetModelPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "rest", pChar->GetRestAnimationPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
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m_Character[p].PlayAnimation( "rest" );
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this->AddChild( &m_Character[p] );
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}
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// initial camera sweep is still
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