cleanup
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+5
-5
@@ -168,7 +168,7 @@ void OptionRow::ChoicesChanged( RowType type )
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vbSelected[0] = true;
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}
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// TRICKY: Insert a down arrow as the first choice in the row.
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// TRICKY: Insert a down arrow as the first choice in the row.
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if( m_bFirstItemGoesDown )
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{
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m_pHand->m_Def.m_vsChoices.insert( m_pHand->m_Def.m_vsChoices.begin(), NEXT_ROW_NAME );
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@@ -178,7 +178,7 @@ void OptionRow::ChoicesChanged( RowType type )
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InitText( type );
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/* When choices change, the old focus position is meaningless; reset it. */
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// When choices change, the old focus position is meaningless; reset it.
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FOREACH_PlayerNumber( p )
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SetChoiceInRowWithFocus( p, 0 );
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@@ -260,7 +260,7 @@ void OptionRow::InitText( RowType type )
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m_ModIcons[p] = new ModIcon( m_pParentType->m_ModIcon );
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m_ModIcons[p]->SetDrawOrder(-1); // under title
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m_ModIcons[p]->PlayCommand( "On" );
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m_Frame.AddChild( m_ModIcons[p] );
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GameCommand gc;
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@@ -398,7 +398,7 @@ void OptionRow::InitText( RowType type )
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this->SortByDrawOrder();
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}
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/* After importing options, choose which item is focused. */
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// After importing options, choose which item is focused.
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void OptionRow::AfterImportOptions( PlayerNumber pn )
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{
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/* We load items for both players on start, since we don't know which players
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@@ -604,7 +604,7 @@ void OptionRow::UpdateEnabledDisabled()
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FOREACH_HumanPlayer( pn )
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{
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bRowEnabled = m_pHand->m_Def.m_vEnabledForPlayers.find(pn) != m_pHand->m_Def.m_vEnabledForPlayers.end();
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if( !m_pHand->m_Def.m_bOneChoiceForAllPlayers )
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{
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if( m_bRowHasFocus[pn] ) color = m_pParentType->COLOR_SELECTED;
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