761cb4e257
Themers can optionally enable an All Character / 2D only Character select on the mode select screen (pop'n support)
461 lines
11 KiB
C++
461 lines
11 KiB
C++
#include "global.h"
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/****************************************
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ScreenSelectMode.cpp
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Desc: See Header
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Copyright (C):
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Andrew Livy
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Chris Danford
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*****************************************/
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/* Includes */
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#include "ScreenSelectMode.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "GameManager.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "RageException.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "ActorUtil.h"
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/* Constants */
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#define ELEM_SPACING THEME->GetMetricI("ScreenSelectMode","ElementSpacing")
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#define INCLUDE_DOUBLE_IN_JP THEME->GetMetricI("ScreenSelectMode","IncludeDoubleInJointPremium")
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#define SCROLLING_LIST_X THEME->GetMetricF("ScreenSelectMode","ScrollingListX")
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#define SCROLLING_LIST_Y THEME->GetMetricF("ScreenSelectMode","ScrollingListY")
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#define GUIDE_X THEME->GetMetricF("ScreenSelectMode", "GuideX")
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#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode", "GuideY")
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#define USECONFIRM THEME->GetMetricI("ScreenSelectMode","UseConfirm")
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#define USE_MODE_SPECIFIC_BGS THEME->GetMetricI("ScreenSelectMode", "UseModeSpecificBGAnims")
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#define ENABLE_CHAR_SELECT THEME->GetMetricB("ScreenSelectMode","EnableCharSelect")
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#define ONLY_2D_CHARS THEME->GetMetricB("ScreenSelectMode","Only2DChars")
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/************************************
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ScreenSelectMode (Constructor)
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Desc: Sets up the screen display
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************************************/
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ScreenSelectMode::ScreenSelectMode( CString sClassName ) : ScreenSelect( sClassName )
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{
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m_b2DAvailable = m_bCharsAvailable = false;
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for(int pn=0;pn<NUM_PLAYERS;pn++)
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{
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m_iCurrentChar[pn]= -1; // minus 1 indicates no character.
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m_CurChar[pn].SetName(ssprintf("CharacterIconP%d",pn+1));
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SET_XY( m_CurChar[pn] );
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}
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m_bSelected = false;
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m_ChoiceListFrame.Load( THEME->GetPathToG("ScreenSelectMode list frame"));
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m_ChoiceListFrame.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y);
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m_ChoiceListFrame.SetName("ChoiceListFrame");
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this->AddChild( &m_ChoiceListFrame );
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m_soundModeChange.Load( THEME->GetPathToS("ScreenSelectMode modechange"));
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m_soundConfirm.Load( THEME->GetPathToS("ScreenSelectMode modeconfirm"));
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m_soundStart.Load( THEME->GetPathToS("ScreenSelectMode menustart"));
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unsigned i;
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for( i=0; i<m_aModeChoices.size(); i++ )
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{
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const ModeChoice& mc = m_aModeChoices[i];
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//
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// Load Sprite
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//
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CString sElementName = ssprintf("ScreenSelectMode %s", mc.m_sName.c_str() );
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CString sElementPath = THEME->GetPathToG(sElementName);
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arrayLocations.push_back( sElementPath );
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/* if(USE_MODE_SPECIFIC_BGS == 1)
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{
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BGAnimation templayer;
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templayer.LoadFromAniDir( THEME->GetPathToB(ssprintf("ScreenSelectMode background %s", mc.name )) );
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// templayer.SetDiffuse(RageColor(0,0,0,0));
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m_Backgrounds.push_back(&templayer);
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this->AddChild( &m_Backgrounds[i] );
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}*/
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}
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// check for character availability
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vector<Character*> apCharacters;
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if(ENABLE_CHAR_SELECT)
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{
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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m_bCharsAvailable = true;
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if(apCharacters[i]->Has2DElems())
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{
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CString mpath = apCharacters[i]->GetSongSelectIconPath();
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LOG->Trace("Char: %d, %s, 2D: true",i,mpath.c_str());
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m_b2DAvailable = true;
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}
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else
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{
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CString mpath = apCharacters[i]->GetSongSelectIconPath();
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LOG->Trace("Char: %d, %s, 2D: false",i,mpath.c_str());
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}
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}
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}
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for(pn=0;pn<NUM_PLAYERS;pn++)
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m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode nochar") );
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}
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// m_ScrollingList.UseSpriteType(BANNERTYPE);
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m_ScrollingList.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y );
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m_ScrollingList.SetSpacing( ELEM_SPACING );
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m_ScrollingList.SetName("ScrollingList");
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this->AddChild( &m_ScrollingList );
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m_ChoiceListHighlight.Load( THEME->GetPathToG("ScreenSelectMode list highlight"));
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m_ChoiceListHighlight.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y );
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m_ChoiceListHighlight.SetName("ChoiceListHighlight");
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this->AddChild(&m_ChoiceListHighlight);
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m_Guide.Load( THEME->GetPathToG("select mode guide"));
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m_Guide.SetXY( GUIDE_X, GUIDE_Y );
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m_Guide.SetName("Guide");
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this->AddChild( &m_Guide );
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UpdateSelectableChoices();
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}
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/************************************
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~ScreenSelectMode (Destructor)
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Desc: Writes line to log when screen
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is terminated.
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************************************/
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ScreenSelectMode::~ScreenSelectMode()
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{
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LOG->Trace( "ScreenSelectMode::~ScreenSelectMode()" );
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}
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void ScreenSelectMode::MenuLeft( PlayerNumber pn )
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{
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if(m_bSelected && USECONFIRM == 1)
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{
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m_bSelected = false;
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m_ScrollingList.StopBouncing();
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}
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m_ScrollingList.Left();
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m_soundModeChange.Play();
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if(USE_MODE_SPECIFIC_BGS == 1)
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{
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ChangeBGA();
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}
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}
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void ScreenSelectMode::ChangeBGA()
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{
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/* for(int i=0; i<m_Backgrounds.size(); i++)
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{
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BGAnimation* templayer;
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templayer = m_Backgrounds[i];
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if(i == m_ScrollingList.GetSelection() )
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{
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templayer->SetDiffuse( RageColor(0,0,0,0));
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}
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else
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{
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templayer->SetDiffuse( RageColor(1,1,1,1));
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}
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m_Backgrounds[i] = templayer;
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}*/
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}
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void ScreenSelectMode::MenuRight( PlayerNumber pn )
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{
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if(m_bSelected && USECONFIRM == 1)
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{
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m_bSelected = false;
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m_ScrollingList.StopBouncing();
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}
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m_ScrollingList.Right();
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m_soundModeChange.Play();
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if(USE_MODE_SPECIFIC_BGS == 1)
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{
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ChangeBGA();
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}
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}
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void ScreenSelectMode::UpdateSelectableChoices()
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{
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CStringArray GraphicPaths;
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m_iNumChoices = 0;
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unsigned i=0;
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unsigned j=0;
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for( i=0; i<m_aModeChoices.size(); i++ )
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{
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const ModeChoice& mc = m_aModeChoices[i];
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CString modename = mc.m_sName;
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modename.MakeUpper();
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// FIXME for new premium prefs
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const int SidesJoinedToPlay =
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(mc.m_style == STYLE_INVALID) ?
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1 :
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1;
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if( PREFSMAN->m_Premium!=PrefsManager::JOINT_PREMIUM ||
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(
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(PREFSMAN->m_Premium==PrefsManager::JOINT_PREMIUM) &&
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(
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(INCLUDE_DOUBLE_IN_JP == 1 && (GAMESTATE->GetNumSidesJoined() == SidesJoinedToPlay)) ||
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(
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INCLUDE_DOUBLE_IN_JP == 0 &&
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(
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GAMESTATE->GetNumSidesJoined() == SidesJoinedToPlay ||
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(modename.substr(0, 6) == "DOUBLE" || modename.substr(0, 13) == "ARCADE-DOUBLE" ||
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modename.substr(0, 10) == "HALFDOUBLE" || modename.substr(0, 17) == "ARCADE-HALFDOUBLE") &&
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GAMESTATE->GetNumSidesJoined() != 2
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)
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)
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)
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)
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)
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{
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m_iNumChoices++;
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if(j<=MAX_ELEMS)
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{
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m_iSelectableChoices[j] = i;
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j++;
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}
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else
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{
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ASSERT(0); // too many choices, can't track them all. Quick Fix: If You Get This Just Increase MAX_ELEMS
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}
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GraphicPaths.push_back(arrayLocations[i]);
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}
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}
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m_ScrollingList.SetSelection(0);
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m_ScrollingList.Unload();
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m_ScrollingList.Load(GraphicPaths);
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if(USE_MODE_SPECIFIC_BGS == 1)
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{
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// TODO: Finish implementing this! (Got exams no time to finish...)
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}
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}
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void ScreenSelectMode::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_MenuTimer:
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{
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m_bSelected = true;
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SetCharacters();
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}
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break;
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}
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ScreenSelect::HandleScreenMessage(SM);
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}
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void ScreenSelectMode::SetCharacters()
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{
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vector<Character*> apCharactersToUse;
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if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
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{
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if(ONLY_2D_CHARS && m_b2DAvailable)
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{
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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if(apCharacters[i]->Has2DElems())
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{
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apCharactersToUse.push_back(apCharacters[i]);
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}
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}
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}
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}
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else if(m_bCharsAvailable)
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{
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GAMESTATE->GetCharacters( apCharactersToUse );
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}
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}
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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{
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if(GAMESTATE->IsPlayerEnabled(pn))
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{
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if(ENABLE_CHAR_SELECT && m_iCurrentChar[pn] != -1)
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{
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Character* pChar = apCharactersToUse[m_iCurrentChar[pn]];
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GAMESTATE->m_pCurCharacters[pn] = pChar;
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}
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}
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}
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}
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void ScreenSelectMode::MenuStart( PlayerNumber pn )
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{
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if(!m_bSelected && USECONFIRM == 1)
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{
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m_soundConfirm.Play();
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m_ScrollingList.StartBouncing();
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m_bSelected = true;
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return;
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}
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m_soundStart.Play();
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SetCharacters();
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OFF_COMMAND( m_ScrollingList );
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OFF_COMMAND( m_Guide );
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OFF_COMMAND( m_ChoiceListHighlight );
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OFF_COMMAND( m_ChoiceListFrame );
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for(int i=0; i<NUM_PLAYERS; i++)
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OFF_COMMAND( m_CurChar[i] );
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SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, 0.5f );
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}
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int ScreenSelectMode::GetSelectionIndex( PlayerNumber pn )
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{
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return m_iSelectableChoices[m_ScrollingList.GetSelection()];
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}
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void ScreenSelectMode::Update( float fDelta )
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{
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/* if(m_Backgrounds.empty() && USE_MODE_SPECIFIC_BGS == 1)
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{
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ASSERT(0);
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}
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else if(USE_MODE_SPECIFIC_BGS == 1)
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{
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// for(int i=0; i<m_Backgrounds.size(); i++)
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// {
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// m_Backgrounds[i]->Draw();
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// }
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}*/
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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{
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if(ENABLE_CHAR_SELECT && m_iCurrentChar[pn] != -1)
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{
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m_CurChar[pn].Update( fDelta );
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}
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}
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ScreenSelect::Update( fDelta );
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}
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void ScreenSelectMode::DrawPrimitives()
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{
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ScreenSelect::DrawPrimitives();
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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{
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if(GAMESTATE->IsPlayerEnabled(pn))
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{
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if(ENABLE_CHAR_SELECT)
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{
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m_CurChar[pn].Draw();
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}
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}
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}
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}
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// todo: optimize the following - Frieza
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void ScreenSelectMode::MenuUp(PlayerNumber pn)
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{
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vector<Character*> apCharactersToUse;
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if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
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{
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if(ONLY_2D_CHARS && m_b2DAvailable)
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{
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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if(apCharacters[i]->Has2DElems())
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{
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apCharactersToUse.push_back(apCharacters[i]);
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}
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}
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}
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}
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else if(m_bCharsAvailable)
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{
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GAMESTATE->GetCharacters( apCharactersToUse );
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}
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}
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m_CurChar[pn].UnloadTexture();
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if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
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{
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if(m_iCurrentChar[pn] <= -1)
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m_iCurrentChar[pn] = apCharactersToUse.size() -1;
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else
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m_iCurrentChar[pn]--; // set to no character
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if(m_iCurrentChar[pn] != -1)
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{
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if(apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() != "")
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m_CurChar[pn].Load( apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() );
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else
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m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode chariconmissing") );
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}
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else
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m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode nochar") );
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}
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}
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void ScreenSelectMode::MenuDown(PlayerNumber pn)
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{
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vector<Character*> apCharactersToUse;
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if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
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{
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if(ONLY_2D_CHARS && m_b2DAvailable)
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{
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vector<Character*> apCharacters;
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GAMESTATE->GetCharacters( apCharacters );
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for(int i=0; i<apCharacters.size(); i++)
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{
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if(apCharacters[i] != NULL) // check its not null
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{
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if(apCharacters[i]->Has2DElems())
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{
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apCharactersToUse.push_back(apCharacters[i]);
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}
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}
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}
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}
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else if(m_bCharsAvailable)
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{
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GAMESTATE->GetCharacters( apCharactersToUse );
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}
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}
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m_CurChar[pn].UnloadTexture();
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if(ENABLE_CHAR_SELECT && m_bCharsAvailable)
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{
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if(m_iCurrentChar[pn] < apCharactersToUse.size() - 1 || m_iCurrentChar[pn] == -1)
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m_iCurrentChar[pn]++;
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else
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m_iCurrentChar[pn] = -1; // set to no character
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if(m_iCurrentChar[pn] != -1)
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{
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if(apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() != "")
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m_CurChar[pn].Load( apCharactersToUse[m_iCurrentChar[pn]]->GetSongSelectIconPath() );
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else
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m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode chariconmissing") );
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}
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else
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m_CurChar[pn].Load( THEME->GetPathToG("ScreenSelectMode nochar") );
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}
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}
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