use PlayerNumber macros
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@@ -48,11 +48,8 @@ void CourseEntryDisplay::Load()
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m_TextBanner.LoadFromString( "", "", "", "", "", "" );
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this->AddChild( &m_TextBanner );
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for( int pn = 0; pn < NUM_PLAYERS; ++pn )
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FOREACH_HumanPlayer( pn )
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{
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if( !GAMESTATE->IsHumanPlayer((PlayerNumber)pn) )
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continue; // skip
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if( !SEPARATE_COURSE_METERS && pn != GAMESTATE->m_MasterPlayerNumber )
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continue; // skip
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@@ -34,54 +34,45 @@ void DifficultyList::Load()
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m_Lines.resize( MAX_METERS );
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m_CurSong = NULL;
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{
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FOREACH_HumanPlayer( pn )
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{
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m_Cursors[pn].Load( THEME->GetPathToG(ssprintf("%s cursor p%i",m_sName.c_str(), pn+1)) );
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m_Cursors[pn]->SetName( ssprintf("CursorP%i",pn+1) );
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FOREACH_HumanPlayer( pn )
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{
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m_Cursors[pn].Load( THEME->GetPathToG(ssprintf("%s cursor p%i",m_sName.c_str(), pn+1)) );
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m_Cursors[pn]->SetName( ssprintf("CursorP%i",pn+1) );
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/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
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* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
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* don't queue and look unresponsive. However, that stpotweening interrupts fading,
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* resulting in the cursor remaining invisible or partially invisible. So, do them
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* in separate tweening stacks. This means the Cursor command can't change diffuse
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* colors; I think we do need a diffuse color stack ... */
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m_CursorFrames[pn].SetName( ssprintf("CursorP%i",pn+1) );
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m_CursorFrames[pn].AddChild( m_Cursors[pn] );
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this->AddChild( &m_CursorFrames[pn] );
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}
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/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
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* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
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* don't queue and look unresponsive. However, that stpotweening interrupts fading,
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* resulting in the cursor remaining invisible or partially invisible. So, do them
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* in separate tweening stacks. This means the Cursor command can't change diffuse
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* colors; I think we do need a diffuse color stack ... */
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m_CursorFrames[pn].SetName( ssprintf("CursorP%i",pn+1) );
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m_CursorFrames[pn].AddChild( m_Cursors[pn] );
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this->AddChild( &m_CursorFrames[pn] );
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}
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for( unsigned m = 0; m < m_Lines.size(); ++m )
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{
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for( unsigned m = 0; m < m_Lines.size(); ++m )
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{
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m_Lines[m].m_Meter.SetName( "DifficultySummaryRow", "Row" );
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m_Lines[m].m_Meter.Load();
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this->AddChild( &m_Lines[m].m_Meter );
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m_Lines[m].m_Meter.SetName( "DifficultySummaryRow", "Row" );
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m_Lines[m].m_Meter.Load();
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this->AddChild( &m_Lines[m].m_Meter );
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m_Lines[m].m_Description.SetName( "Description" );
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m_Lines[m].m_Description.LoadFromFont( THEME->GetPathToF(ssprintf("%s description",m_sName.c_str())) );
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this->AddChild( &m_Lines[m].m_Description );
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m_Lines[m].m_Description.SetName( "Description" );
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m_Lines[m].m_Description.LoadFromFont( THEME->GetPathToF(ssprintf("%s description",m_sName.c_str())) );
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this->AddChild( &m_Lines[m].m_Description );
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m_Lines[m].m_Number.SetName( "Number" );
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m_Lines[m].m_Number.LoadFromFont( THEME->GetPathToF(ssprintf("%s number",m_sName.c_str())) );
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this->AddChild( &m_Lines[m].m_Number );
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}
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m_Lines[m].m_Number.SetName( "Number" );
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m_Lines[m].m_Number.LoadFromFont( THEME->GetPathToF(ssprintf("%s number",m_sName.c_str())) );
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this->AddChild( &m_Lines[m].m_Number );
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}
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{
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for( int pn = 0; pn < NUM_PLAYERS; ++pn )
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if( GAMESTATE->IsHumanPlayer(pn) )
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ON_COMMAND( m_Cursors[pn] );
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}
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FOREACH_HumanPlayer( pn )
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ON_COMMAND( m_Cursors[pn] );
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for( int m = 0; m < MAX_METERS; ++m )
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{
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for( int m = 0; m < MAX_METERS; ++m )
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{
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ON_COMMAND( m_Lines[m].m_Meter );
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ON_COMMAND( m_Lines[m].m_Description );
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ON_COMMAND( m_Lines[m].m_Number );
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}
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ON_COMMAND( m_Lines[m].m_Meter );
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ON_COMMAND( m_Lines[m].m_Description );
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ON_COMMAND( m_Lines[m].m_Number );
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}
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UpdatePositions();
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@@ -1070,7 +1070,7 @@ bool GameState::IsDisqualified( PlayerNumber pn )
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void GameState::ResetNoteSkins()
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{
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for( int pn = 0; pn < NUM_PLAYERS; ++pn )
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FOREACH_PlayerNumber( pn )
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ResetNoteSkinsForPlayer( (PlayerNumber) pn );
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++m_BeatToNoteSkinRev;
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@@ -1663,7 +1663,7 @@ bool GameState::ChangePreferredDifficulty( PlayerNumber pn, Difficulty dc )
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{
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this->m_PreferredDifficulty[pn] = dc;
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if( DifficultiesLocked() )
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for( int p = 0; p < NUM_PLAYERS; ++p )
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FOREACH_PlayerNumber( p )
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m_PreferredDifficulty[p] = m_PreferredDifficulty[pn];
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return true;
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@@ -1728,7 +1728,7 @@ bool GameState::ChangePreferredCourseDifficulty( PlayerNumber pn, CourseDifficul
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m_PreferredCourseDifficulty[pn] = cd;
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if( PREFSMAN->m_bLockCourseDifficulties )
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for( int p = 0; p < NUM_PLAYERS; ++p )
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FOREACH_PlayerNumber( p )
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m_PreferredCourseDifficulty[p] = m_PreferredCourseDifficulty[pn];
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return true;
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+13
-15
@@ -286,7 +286,7 @@ void Song::RevertFromDisk( bool bAllowNotesLoss )
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StepsID OldCurNotes[NUM_PLAYERS];
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StepsID OldCurStageStats[NUM_PLAYERS];
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vector<StepsID> OldPlayedStageStats[NUM_PLAYERS];
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for( int p = 0; p < NUM_PLAYERS; ++p )
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FOREACH_PlayerNumber( p )
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{
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OldCurNotes[p].FromSteps( GAMESTATE->m_pCurSteps[p] );
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OldCurStageStats[p].FromSteps( g_CurStageStats.pSteps[p] );
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@@ -312,22 +312,20 @@ void Song::RevertFromDisk( bool bAllowNotesLoss )
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PREFSMAN->m_bFastLoad = OldVal;
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FOREACH_PlayerNumber( p )
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{
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for( int p = 0; p < NUM_PLAYERS; ++p )
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CHECKPOINT;
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if( GAMESTATE->m_pCurSong == this )
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GAMESTATE->m_pCurSteps[p] = OldCurNotes[p].ToSteps( this, bAllowNotesLoss );
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CHECKPOINT;
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if( g_CurStageStats.pSong == this )
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g_CurStageStats.pSteps[p] = OldCurStageStats[p].ToSteps( this, bAllowNotesLoss );
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CHECKPOINT;
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for( unsigned i = 0; i < g_vPlayedStageStats.size(); ++i )
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{
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CHECKPOINT;
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if( GAMESTATE->m_pCurSong == this )
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GAMESTATE->m_pCurSteps[p] = OldCurNotes[p].ToSteps( this, bAllowNotesLoss );
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CHECKPOINT;
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if( g_CurStageStats.pSong == this )
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g_CurStageStats.pSteps[p] = OldCurStageStats[p].ToSteps( this, bAllowNotesLoss );
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CHECKPOINT;
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for( unsigned i = 0; i < g_vPlayedStageStats.size(); ++i )
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{
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CHECKPOINT_M(ssprintf("%i", i));
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if( g_vPlayedStageStats[i].pSong == this )
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g_vPlayedStageStats[i].pSteps[p] = OldPlayedStageStats[p][i].ToSteps( this, bAllowNotesLoss );
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}
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CHECKPOINT_M(ssprintf("%i", i));
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if( g_vPlayedStageStats[i].pSong == this )
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g_vPlayedStageStats[i].pSteps[p] = OldPlayedStageStats[p][i].ToSteps( this, bAllowNotesLoss );
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}
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}
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