Workaround: let P2 use P1's menu buttons for changing P2's own difficulty, but only when P1 isn't around.
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@@ -11,6 +11,7 @@
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#include "MenuTimer.h"
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#include "MenuTimer.h"
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#include "NetworkSyncManager.h"
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#include "NetworkSyncManager.h"
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#include "RageUtil.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#define CHATINPUT_WIDTH THEME->GetMetricF(m_sName,"ChatInputBoxWidth")
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#define CHATINPUT_WIDTH THEME->GetMetricF(m_sName,"ChatInputBoxWidth")
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#define CHATINPUT_HEIGHT THEME->GetMetricF(m_sName,"ChatInputBoxHeight")
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#define CHATINPUT_HEIGHT THEME->GetMetricF(m_sName,"ChatInputBoxHeight")
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@@ -169,6 +170,11 @@ void ScreenNetSelectBase::Input( const DeviceInput& DeviceI, const InputEventTyp
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m_sTextInput += c;
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m_sTextInput += c;
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UpdateTextInput();
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UpdateTextInput();
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}
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}
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//Tricky: If both players are playing, allow the 2 button through to the keymapper
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if( c == '2' && GAMESTATE->IsPlayerEnabled( PLAYER_2 ) && GAMESTATE->IsPlayerEnabled( PLAYER_1 ) )
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break;
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if( c >= ' ' )
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if( c >= ' ' )
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return;
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return;
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break;
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break;
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@@ -339,6 +339,14 @@ void ScreenNetSelectMusic::MenuUp( PlayerNumber pn, const InputEventType type )
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void ScreenNetSelectMusic::MenuDown( PlayerNumber pn, const InputEventType type )
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void ScreenNetSelectMusic::MenuDown( PlayerNumber pn, const InputEventType type )
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{
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{
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/*Tricky: If we have a player on player 2, and there is only
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player 2, allow them to use player 1's controls to change
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their difficulty. */
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if ( GAMESTATE->IsPlayerEnabled( PLAYER_2 ) &&
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!GAMESTATE->IsPlayerEnabled( PLAYER_1 ) )
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pn = PLAYER_2;
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if ( GAMESTATE->m_pCurSong == NULL )
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if ( GAMESTATE->m_pCurSong == NULL )
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return;
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return;
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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