@@ -1042,7 +1042,7 @@ bool MetagameGUI::LoadGame() {
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UpdateScenesBox (true );
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// Make sure GUI boxes are on the screen; save game might have been made on wonky resolution
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- for (int metaPlayer = Players::PlayerOne; metaPlayer < g_MetaMan.m_Players .size (); ++metaPlayer)
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+ for (unsigned int metaPlayer = Players::PlayerOne; metaPlayer < g_MetaMan.m_Players .size (); ++metaPlayer)
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KeepBoxOnScreen (m_apPlayerBox[metaPlayer], 30 );
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KeepBoxOnScreen (m_pPhaseBox, 30 );
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KeepBoxOnScreen (m_pSceneInfoPopup, 30 );
@@ -1617,7 +1617,7 @@ void MetagameGUI::Update() {
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UpdateScenesBox ();
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// Update the site lines, if neccessary
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- for (int metaPlayer = 0 ; metaPlayer < g_MetaMan.m_Players .size (); ++metaPlayer) {
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+ for (unsigned int metaPlayer = 0 ; metaPlayer < g_MetaMan.m_Players .size (); ++metaPlayer) {
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// The tradestar is a moving target
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if (m_aStationIncomeLineIndices[metaPlayer] >= 0 && !m_IncomeSiteLines.empty ())
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m_IncomeSiteLines[m_aStationIncomeLineIndices[metaPlayer]].m_PlanetPoint = m_StationPosOnOrbit;
@@ -2161,7 +2161,7 @@ void MetagameGUI::UpdateInput() {
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// Add the players who own this place, if any - their actors and brains are in the scene and should be shown
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if (g_MetaMan.IsActiveTeam (m_pSelectedScene->GetTeamOwnership ())) {
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// Go through all players and add the ones of the defending team, based on who has resident brains here
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Got to remember to translate from metagame player index into the in-game player index and to flag them as not a human so they dont' get their own screens
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// if (g_MetaMan.m_Players[mp].GetTeam() == m_pSelectedScene->GetTeamOwnership())
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if (m_pSelectedScene->GetResidentBrain (g_MetaMan.m_Players [mp].GetInGamePlayer ()))
@@ -3585,7 +3585,7 @@ void MetagameGUI::UpdateBaseBuilding() {
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// Make sure all fund labels and line ratios are good
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Scene* pScene = 0 ;
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- for (int metaPlayer = Players::PlayerOne; metaPlayer < g_MetaMan.m_Players .size (); ++metaPlayer) {
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+ for (unsigned int metaPlayer = Players::PlayerOne; metaPlayer < g_MetaMan.m_Players .size (); ++metaPlayer) {
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// Reset the funds to the full value before we started messing with animating them
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g_MetaMan.m_Players [metaPlayer].m_Funds = g_MetaMan.m_Players [metaPlayer].m_PhaseStartFunds ;
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@@ -3676,7 +3676,7 @@ void MetagameGUI::SetupOffensives() {
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// Unless exploring an unclaimed spot, there's going to be defenders
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if ((*sItr )->GetTeamOwnership () != Activity::NoTeam) {
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// Go through all players and add the ones of the defending team, based on who has resident brains here
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Got to remember to translate from metagame player index into the in-game player index
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// TODO: Remove this requirement to have a brain resident to play? error-prone and not so fun for co-op player on sme team if they can't all play
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// if (g_MetaMan.m_Players[mp].GetTeam() == (*sItr)->GetTeamOwnership())
@@ -3774,7 +3774,7 @@ void MetagameGUI::UpdateOffensives() {
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m_AnimDefenseTeam = m_pAnimScene->GetTeamOwnership ();
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// Set up all the offensive and defensive lines for each player involved in this site's battle
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// If this player is involved in this fight, show his lines etc
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->PlayerActive (g_MetaMan.m_Players [mp].GetInGamePlayer ())) {
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// Save the fund levels FROM THE START of each battle so we can calculate the after state if players skip the animation
@@ -3890,7 +3890,7 @@ void MetagameGUI::UpdateOffensives() {
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if (m_AnimMode == LINECONNECTFW) {
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if (NewAnimMode ()) {
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// Make sure all offensive action lines are set up for this phase
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Find all players that are active during this battle
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->PlayerActive (g_MetaMan.m_Players [mp].GetInGamePlayer ())) {
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// If this player is attacking, indicate that we've got a brain in transit.. this just changes the display, not the actual brain pool count yet
@@ -3920,7 +3920,7 @@ void MetagameGUI::UpdateOffensives() {
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// Keep revealing segments simultaneously from all attackers until they are all revealed
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if (m_AnimSegment < 15 ) {
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if (m_AnimTimer1.GetElapsedRealTimeMS () > 150 ) {
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Only care if this player is attacking this site
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if (m_pAnimScene->GetPresetName () == g_MetaMan.m_Players [mp].GetOffensiveTargetName () && g_MetaMan.m_Players [mp].GetOffensiveBudget () > 0 )
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// if (g_MetaMan.m_RoundOffensives[g_MetaMan.m_CurrentOffensive]->PlayerActive(g_MetaMan.m_Players[mp].GetInGamePlayer()))
@@ -3962,7 +3962,7 @@ void MetagameGUI::UpdateOffensives() {
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if (m_AnimMode == SHOWDEFENDERS) {
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if (NewAnimMode ()) {
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// Make sure all defensive and unallocated budget action lines are set up for this phase
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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}
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m_AnimModeDuration = 500 ;
@@ -3996,7 +3996,7 @@ void MetagameGUI::UpdateOffensives() {
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if (m_AnimMode == LINECONNECTBW) {
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if (NewAnimMode ()) {
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// Make sure all defensive and unallocated budget action lines are set up for this phase
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Only care of this player is involved in this particular battle
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// Only care about defending players of this site
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->PlayerActive (g_MetaMan.m_Players [mp].GetInGamePlayer ()) &&
@@ -4025,7 +4025,7 @@ void MetagameGUI::UpdateOffensives() {
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// Keep revealing segments simultaneously from all attackers until they are all revealed
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if (m_AnimSegment < 15 ) {
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if (m_AnimTimer1.GetElapsedRealTimeMS () > 150 ) {
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Only care of this player is involved in this particular battle
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->PlayerActive (g_MetaMan.m_Players [mp].GetInGamePlayer ())) {
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// Find their defensive-related funds site lines
@@ -4094,7 +4094,7 @@ void MetagameGUI::UpdateOffensives() {
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m_AnimModeDuration = 2000 ;
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// Make sure all offensive action-related lines are set up for this battle review animation
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Only the players of this battle
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->PlayerHadBrain (g_MetaMan.m_Players [mp].GetInGamePlayer ())) {
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// Find their site lines that are connected to the site
@@ -4122,7 +4122,7 @@ void MetagameGUI::UpdateOffensives() {
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}
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// Find the players who are involved in this battle
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Only the players of this battle
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->PlayerHadBrain (g_MetaMan.m_Players [mp].GetInGamePlayer ())) {
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// The brains who DID NOT MAKE IT - Show them blowing up at some random interval into the animation
@@ -4181,7 +4181,7 @@ void MetagameGUI::UpdateOffensives() {
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if (m_AnimTimer2.GetElapsedRealTimeMS () > m_AnimModeDuration) {
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// Blow up any remaining brains who are doomed
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// Find the players who are involved in this battle
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Only the players of this battle who didn't evacuate
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->PlayerHadBrain (g_MetaMan.m_Players [mp].GetInGamePlayer ()) &&
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!g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->BrainWasEvacuated (g_MetaMan.m_Players [mp].GetInGamePlayer ())) {
@@ -4206,7 +4206,7 @@ void MetagameGUI::UpdateOffensives() {
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if (m_AnimMode == SHOWPOSTBATTLEBRAINS) {
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if (NewAnimMode ()) {
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// Make sure all defensive and unallocated budget action lines are set up for this phase
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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}
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// The duration of this depends on whethere there are any evacuees to travel back
@@ -4235,7 +4235,7 @@ void MetagameGUI::UpdateOffensives() {
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// Change the display to show the evacuees transferring back to their brain pools
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->AnyBrainWasEvacuated ()) {
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// Find the players who are evacuated anything this battle
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Only the players of this battle who evac'd their brain
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->BrainWasEvacuated (g_MetaMan.m_Players [mp].GetInGamePlayer ())) {
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// Both an Attacker aborting an attack, and a Defender abandoning his site has the same effect here on the brian pool display
@@ -4253,7 +4253,7 @@ void MetagameGUI::UpdateOffensives() {
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if (m_AnimMode == SHOWNEWRESIDENTS) {
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if (NewAnimMode ()) {
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// Make sure all defensive and unallocated budget action lines are set up for this phase
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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}
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m_AnimModeDuration = m_BattleCausedOwnershipChange ? 500 : 750 ;
@@ -4275,7 +4275,7 @@ void MetagameGUI::UpdateOffensives() {
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UpdatePostBattleResidents (EaseOut (0 , 1.0 , MIN (1.0 , m_AnimTimer2.GetElapsedRealTimeMS () / m_AnimModeDuration)));
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// Find the players who are involved in this battle
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Only the players of this battle
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->PlayerHadBrain (g_MetaMan.m_Players [mp].GetInGamePlayer ())) {
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// The guys who died - remove their icons completely
@@ -4303,7 +4303,7 @@ void MetagameGUI::UpdateOffensives() {
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UpdateSiteNameLabel (false );
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// Max out the offensive lines in case the player started the battle before the lines were fully animated as connected
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Only care of this player is involved in this particular battle
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->PlayerActive (g_MetaMan.m_Players [mp].GetInGamePlayer ())) {
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for (std::vector<SiteLine>::iterator slItr = m_ActionSiteLines[mp].begin (); slItr != m_ActionSiteLines[mp].end (); ++slItr) {
@@ -4378,7 +4378,7 @@ bool MetagameGUI::FinalizeOffensive() {
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}
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// Deduct the original funds contribution of each player - less any unused funds of the team, taking original player contribution ratios into account
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- for (int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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+ for (unsigned int mp = Players::PlayerOne; mp < g_MetaMan.m_Players .size (); ++mp) {
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// Only the players who were battling this offensive
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if (g_MetaMan.m_RoundOffensives [g_MetaMan.m_CurrentOffensive ]->PlayerHadBrain (g_MetaMan.m_Players [mp].GetInGamePlayer ())) {
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// Re-set the funds level to where it was at the start of this offensive (NOT at the start of the phase, actually)
@@ -5667,7 +5667,7 @@ float MetagameGUI::GetPlayerLineFunds(std::vector<SiteLine>& lineList, int metaP
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return totalFunds;
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}
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- void MetagameGUI::UpdatePlayerLineRatios (std::vector<SiteLine>& lineList, int metaPlayer, bool onlyVisible, float total) {
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+ void MetagameGUI::UpdatePlayerLineRatios (std::vector<SiteLine>& lineList, unsigned int metaPlayer, bool onlyVisible, float total) {
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if (metaPlayer < Players::PlayerOne || metaPlayer >= g_MetaMan.m_Players .size ())
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return ;
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