408 lines
10 KiB
C++
408 lines
10 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ModeSwitcher
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Andrew Livy
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-----------------------------------------------------------------------------
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*/
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#include "ModeSwitcher.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "SongManager.h"
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#include "ThemeManager.h"
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#include "RageSoundManager.h"
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#include "StyleDef.h"
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#include "song.h"
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#include "ActorUtil.h"
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#define PREVMODE_X THEME->GetMetricF("ModeSwitcher","PrevModeX")
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#define PREVMODE_Y THEME->GetMetricF("ModeSwitcher","PrevModeY")
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#define PREVMODE_ZOOM THEME->GetMetricF("ModeSwitcher","PrevModeZoom")
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#define NEXTMODE_X THEME->GetMetricF("ModeSwitcher","NextModeX")
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#define NEXTMODE_Y THEME->GetMetricF("ModeSwitcher","NextModeY")
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#define NEXTMODE_ZOOM THEME->GetMetricF("ModeSwitcher","NextModeZoom")
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#define NEXTICON_X THEME->GetMetricF("ModeSwitcher","NextIconX")
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#define NEXTICON_Y THEME->GetMetricF("ModeSwitcher","NextIconY")
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#define PREVICON_X THEME->GetMetricF("ModeSwitcher","PrevIconX")
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#define PREVICON_Y THEME->GetMetricF("ModeSwitcher","PrevIconY")
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#define CURRMODE_X THEME->GetMetricF("ModeSwitcher","CurrentModeX")
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#define CURRMODE_Y THEME->GetMetricF("ModeSwitcher","CurrentModeY")
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#define CURRMODE_ZOOM THEME->GetMetricF("ModeSwitcher","CurrentModeZoom")
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ModeSwitcher::ModeSwitcher()
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{
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m_Nextmode.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
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m_Nextmode.SetXY(NEXTMODE_X,NEXTMODE_Y);
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m_Nextmode.SetZoom(NEXTMODE_ZOOM);
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m_Nextmode.SetText(GetNextStyleName());
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m_Prevmode.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
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m_Prevmode.SetXY(PREVMODE_X,PREVMODE_Y);
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m_Prevmode.SetText(GetPrevStyleName());
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m_Prevmode.SetZoom(PREVMODE_ZOOM);
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m_Stylename.LoadFromFont( THEME->GetPathToF("ModeSwitcher stylenames") );
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m_Stylename.SetXY(CURRMODE_X,CURRMODE_Y);
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m_Stylename.SetText(GetStyleName());
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m_Stylename.SetZoom(CURRMODE_ZOOM);
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m_NextIcon.Load( THEME->GetPathToG("ModeSwitcher nexticon"));
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m_NextIcon.SetXY( NEXTICON_X, NEXTICON_Y);
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m_PrevIcon.Load( THEME->GetPathToG("ModeSwitcher previcon"));
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m_PrevIcon.SetXY( PREVICON_X, PREVICON_Y);
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this->AddChild( &m_NextIcon );
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this->AddChild( &m_PrevIcon );
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this->AddChild(&m_Stylename);
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this->AddChild(&m_Nextmode);
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this->AddChild(&m_Prevmode);
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}
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ModeSwitcher::~ModeSwitcher()
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{
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}
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CString ModeSwitcher::GetStyleName()
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{
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CString sStyleName;
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CString sDiff[2];
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switch(GAMESTATE->m_CurStyle)
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{
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case STYLE_PUMP_SINGLE: sStyleName = "SINGLE\n"; break;
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case STYLE_PUMP_DOUBLE: sStyleName = "FULL-DOUBLE\n"; break;
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case STYLE_PUMP_HALFDOUBLE: sStyleName = "HALFDOUBLE\n"; break;
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default: sStyleName = ""; break;
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}
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for(int i=0; i<2; i++)
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{
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if(GAMESTATE->IsPlayerEnabled(i))
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{
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switch(GAMESTATE->m_PreferredDifficulty[i])
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{
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case DIFFICULTY_BEGINNER: sDiff[i] = "Beginner\n"; break;
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case DIFFICULTY_EASY:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Normal\n"; break;
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}
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else
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{
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sDiff[i] = "Light\n"; break;
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}
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}
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case DIFFICULTY_MEDIUM:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Hard\n"; break;
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}
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else
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{
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sDiff[i] = "Standard\n"; break;
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}
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}
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case DIFFICULTY_HARD:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Crazy\n"; break;
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}
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else
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{
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sDiff[i] = "Heavy\n"; break;
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}
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}
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case DIFFICULTY_CHALLENGE: sDiff[i] = "Challenge\n"; break;
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default: sDiff[i] = ""; break;
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}
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}
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else
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{
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sDiff[i] = "";
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}
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}
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CString returnval;
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returnval = sStyleName + sDiff[0] + sDiff[1];
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return returnval;
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}
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CString ModeSwitcher::GetNextStyleName()
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{
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CString sStyleName[2];
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CString sDiff[2];
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for(int i=0; i<2; i++)
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{
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if(GAMESTATE->IsPlayerEnabled(i))
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{
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if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_CHALLENGE)
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{
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switch(GAMESTATE->m_CurStyle)
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{
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case STYLE_PUMP_SINGLE: sStyleName[i] = "SINGLE\n"; break;
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case STYLE_PUMP_DOUBLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
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case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "HALFDOUBLE\n"; break;
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default: sStyleName[i] = ""; break;
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}
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switch(GAMESTATE->m_PreferredDifficulty[i])
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{
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case DIFFICULTY_BEGINNER:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Normal\n"; break;
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}
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else
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{
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sDiff[i] = "Light\n"; break;
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}
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}
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case DIFFICULTY_EASY:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Hard\n"; break;
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}
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else
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{
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sDiff[i] = "Standard\n"; break;
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}
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}
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case DIFFICULTY_MEDIUM:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Crazy\n"; break;
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}
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else
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{
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sDiff[i] = "Heavy\n"; break;
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}
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}
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case DIFFICULTY_HARD: sDiff[i] = "Challenge\n"; break;
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case DIFFICULTY_CHALLENGE: sDiff[i] = "Beginner\n"; break;
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default: sDiff[i] = ""; break;
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}
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}
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else
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{
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switch(GAMESTATE->m_CurStyle)
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{
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case STYLE_PUMP_SINGLE: sStyleName[i] = "HALFDOUBLE\n"; break;
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case STYLE_PUMP_DOUBLE: sStyleName[i] = "SINGLE\n"; break;
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case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
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default: sStyleName[i] = ""; break;
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}
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sDiff[i] = "Beginner\n";
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}
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}
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else
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{
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sStyleName[i] = "";
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sDiff[i] = "";
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}
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}
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CString returnval;
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returnval = sStyleName[0] + sDiff[0] + sStyleName[1] + sDiff[1];
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return returnval;
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}
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CString ModeSwitcher::GetPrevStyleName()
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{
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CString sStyleName[2];
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CString sDiff[2];
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for(int i=0; i<2; i++)
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{
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if(GAMESTATE->IsPlayerEnabled(i))
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{
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if(GAMESTATE->m_PreferredDifficulty[i] != DIFFICULTY_BEGINNER)
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{
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switch(GAMESTATE->m_CurStyle)
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{
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case STYLE_PUMP_SINGLE: sStyleName[i] = "SINGLE\n"; break;
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case STYLE_PUMP_DOUBLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
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case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "HALFDOUBLE\n"; break;
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default: sStyleName[i] = ""; break;
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}
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switch(GAMESTATE->m_PreferredDifficulty[i])
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{
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case DIFFICULTY_CHALLENGE:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Crazy\n"; break;
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}
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else
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{
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sDiff[i] = "Heavy\n"; break;
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}
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}
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case DIFFICULTY_EASY: sDiff[i] = "Beginner\n"; break;
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case DIFFICULTY_MEDIUM:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Normal\n"; break;
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}
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else
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{
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sDiff[i] = "Light\n"; break;
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}
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}
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case DIFFICULTY_HARD:
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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sDiff[i] = "Hard\n"; break;
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}
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else
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{
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sDiff[i] = "Standard\n"; break;
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}
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}
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case DIFFICULTY_BEGINNER: sDiff[i] = "Challenge\n"; break;
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default: sDiff[i] = ""; break;
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}
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}
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else
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{
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switch(GAMESTATE->m_CurStyle)
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{
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case STYLE_PUMP_SINGLE: sStyleName[i] = "FULL-DOUBLE\n"; break;
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case STYLE_PUMP_DOUBLE: sStyleName[i] = "HALFDOUBLE\n"; break;
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case STYLE_PUMP_HALFDOUBLE: sStyleName[i] = "SINGLE\n"; break;
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default: sStyleName[i] = ""; break;
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}
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sDiff[i] = "Challenge\n";
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}
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}
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else
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{
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sStyleName[i] = "";
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sDiff[i] = "";
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}
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}
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CString returnval;
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returnval = sStyleName[0] + sDiff[0] + sStyleName[1] + sDiff[1];
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return returnval;
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}
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void ModeSwitcher::NextMode(int pn)
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{
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if(GAMESTATE->m_CurGame == GAME_PUMP)
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{
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if(GAMESTATE->IsPlayerEnabled(pn))
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{
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if(GAMESTATE->m_PreferredDifficulty[pn] != DIFFICULTY_CHALLENGE)
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{
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switch(GAMESTATE->m_PreferredDifficulty[pn])
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{
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case DIFFICULTY_BEGINNER: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_EASY; break;
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case DIFFICULTY_EASY: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_MEDIUM; break;
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case DIFFICULTY_MEDIUM: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_HARD; break;
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case DIFFICULTY_HARD: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_CHALLENGE; break;
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}
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m_Stylename.SetText(GetStyleName());
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m_Nextmode.SetText(GetNextStyleName());
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m_Prevmode.SetText(GetPrevStyleName());
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return;
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}
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else
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{
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if(GAMESTATE->IsPlayerEnabled(PLAYER_1))
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GAMESTATE->m_PreferredDifficulty[PLAYER_1] = DIFFICULTY_BEGINNER;
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if(GAMESTATE->IsPlayerEnabled(PLAYER_2))
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GAMESTATE->m_PreferredDifficulty[PLAYER_2] = DIFFICULTY_BEGINNER;
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}
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}
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int iStyle = GAMESTATE->m_CurStyle;
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switch(iStyle)
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{
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case STYLE_PUMP_SINGLE:
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{
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GAMESTATE->m_CurStyle = STYLE_PUMP_HALFDOUBLE;
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}
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break;
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case STYLE_PUMP_HALFDOUBLE:
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{
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GAMESTATE->m_CurStyle = STYLE_PUMP_DOUBLE;
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}
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break;
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case STYLE_PUMP_DOUBLE:
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{
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GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE;
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}
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break;
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}
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}
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m_Stylename.SetText(GetStyleName());
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m_Nextmode.SetText(GetNextStyleName());
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m_Prevmode.SetText(GetPrevStyleName());
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}
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void ModeSwitcher::PrevMode(int pn)
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{
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if(GAMESTATE->IsPlayerEnabled(pn))
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{
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if(GAMESTATE->m_PreferredDifficulty[pn] != DIFFICULTY_BEGINNER)
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{
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switch(GAMESTATE->m_PreferredDifficulty[pn])
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{
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case DIFFICULTY_CHALLENGE: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_HARD; break;
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case DIFFICULTY_EASY: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_BEGINNER; break;
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case DIFFICULTY_MEDIUM: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_EASY; break;
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case DIFFICULTY_HARD: GAMESTATE->m_PreferredDifficulty[pn] = DIFFICULTY_MEDIUM; break;
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}
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m_Stylename.SetText(GetStyleName());
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m_Nextmode.SetText(GetNextStyleName());
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m_Prevmode.SetText(GetPrevStyleName());
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return;
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}
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else
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{
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if(GAMESTATE->IsPlayerEnabled(PLAYER_1))
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GAMESTATE->m_PreferredDifficulty[PLAYER_1] = DIFFICULTY_CHALLENGE;
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if(GAMESTATE->IsPlayerEnabled(PLAYER_2))
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GAMESTATE->m_PreferredDifficulty[PLAYER_2] = DIFFICULTY_CHALLENGE;
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}
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}
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int iStyle = GAMESTATE->m_CurStyle;
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switch(iStyle)
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{
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case STYLE_PUMP_SINGLE:
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{
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GAMESTATE->m_CurStyle = STYLE_PUMP_DOUBLE;
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}
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break;
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case STYLE_PUMP_HALFDOUBLE:
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{
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GAMESTATE->m_CurStyle = STYLE_PUMP_SINGLE;
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}
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break;
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case STYLE_PUMP_DOUBLE:
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{
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GAMESTATE->m_CurStyle = STYLE_PUMP_HALFDOUBLE;
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}
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break;
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}
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m_Stylename.SetText(GetStyleName());
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m_Nextmode.SetText(GetNextStyleName());
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m_Prevmode.SetText(GetPrevStyleName());
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}
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