merge Multiplayer into ScreenGameplay. This needs cleanup.
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@@ -166,7 +166,7 @@ void ScreenJukebox::SetSong()
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return; // didn't find a song
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}
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ScreenJukebox::ScreenJukebox( CString sName ) : ScreenGameplay( sName )
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ScreenJukebox::ScreenJukebox( CString sName ) : ScreenGameplayNormal( sName )
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{
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LOG->Trace( "ScreenJukebox::ScreenJukebox()" );
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m_bDemonstration = false;
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@@ -307,19 +307,19 @@ void ScreenJukebox::InitSongQueues()
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if( i != iIndexToKeep )
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{
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m_apSongsQueue.erase( m_apSongsQueue.begin()+i );
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FOREACH_EnabledPlayer(p)
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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m_vpStepsQueue[p].erase( m_vpStepsQueue[p].begin()+i );
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m_asModifiersQueue[p].erase( m_asModifiersQueue[p].begin()+i );
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pi->m_vpStepsQueue.erase( pi->m_vpStepsQueue.begin()+i );
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pi->m_asModifiersQueue.erase( pi->m_asModifiersQueue.begin()+i );
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}
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}
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}
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ASSERT_M( m_apSongsQueue.size() == 1, ssprintf("%i", (int) m_apSongsQueue.size()) );
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FOREACH_PlayerNumber(p)
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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ASSERT_M( m_vpStepsQueue[p].size() == 1, ssprintf("%i", (int) m_vpStepsQueue[p].size()) );
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ASSERT_M( m_asModifiersQueue[p].size() == 1, ssprintf("%i", (int) m_asModifiersQueue[p].size()) );
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ASSERT_M( pi->m_vpStepsQueue.size() == 1, ssprintf("%i", (int) pi->m_vpStepsQueue.size()) );
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ASSERT_M( pi->m_asModifiersQueue.size() == 1, ssprintf("%i", (int) pi->m_asModifiersQueue.size()) );
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}
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}
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