Adjusted Metrics So The SelectPlayer Screen looks as it should
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@@ -39,13 +39,13 @@ NextScreen=ScreenSelectStyle
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[ScreenEz2SelectPlayer]
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CursorP1X=120
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CursorP1Y=280
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CursorP1Y=360
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CursorP2X=520
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CursorP2Y=280
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CursorP2Y=360
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ControllerP1X=120
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ControllerP1Y=280
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ControllerP1Y=380
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ControllerP2X=520
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ControllerP2Y=280
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ControllerP2Y=380
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HelpText=Press $ on the pad you wish to play on
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TimerSeconds=40
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NextScreen=ScreenSelectGroup
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@@ -214,7 +214,7 @@ ScreenGameplay::ScreenGameplay()
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};
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// Update possible dance points
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue; // skip
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@@ -341,7 +341,7 @@ void ScreenSelectMusic::TweenOnScreen()
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m_MusicSortDisplay.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
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CArray<Actor*,Actor*> apActorsInScore;
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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apActorsInScore.Add( &m_sprHighScoreFrame[p] );
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apActorsInScore.Add( &m_HighScore[p] );
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@@ -401,7 +401,7 @@ void ScreenSelectMusic::TweenOffScreen()
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m_MusicSortDisplay.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
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CArray<Actor*,Actor*> apActorsInScore;
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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apActorsInScore.Add( &m_sprHighScoreFrame[p] );
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apActorsInScore.Add( &m_HighScore[p] );
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