Erwan
- It is now possible to have avatars associated to each Deck - Added SFX - Added Music files - Possibility to choose your opponent - Opponents' difficulty is measured according to their number of victories against a given deck
This commit is contained in:
@@ -3,6 +3,8 @@
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#include "../include/utils.h"
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#include "../include/AIPlayer.h"
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#include "../include/PlayerData.h"
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#include "../include/DeckStats.h"
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#ifdef TESTSUITE
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#include "../include/TestSuiteAI.h"
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@@ -16,6 +18,7 @@ GameStateDuel::GameStateDuel(GameApp* parent): GameState(parent) {
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game = NULL;
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deckmenu = NULL;
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opponentMenu = NULL;
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menu = NULL;
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#ifdef TESTSUITE
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testSuite = NULL;
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@@ -43,6 +46,7 @@ void GameStateDuel::Start()
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mFont = GameApp::CommonRes->GetJLBFont("graphics/f3");
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mFont->SetBase(0); // using 2nd font
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opponentMenuFont = NEW JLBFont("graphics/f3",16);
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menu = NEW SimpleMenu(11,this,mFont,SCREEN_WIDTH/2-100,20,200);
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@@ -79,16 +83,22 @@ void GameStateDuel::Start()
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}
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void GameStateDuel::loadPlayer(int playerId, int decknb){
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if (decknb){ //Human Player
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char deckFile[255];
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sprintf(deckFile, "Res/player/deck%i.txt",decknb);
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char deckFileSmall[255];
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sprintf(deckFileSmall, "player_deck%i",decknb);
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int deck_cards_ids[100];
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int nb_elements = readfile_to_ints(deckFile, deck_cards_ids);
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deck[playerId] = NEW MTGPlayerCards(mParent->collection,deck_cards_ids, nb_elements);
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mPlayers[playerId] = NEW HumanPlayer(deck[playerId],deckFileSmall);
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void GameStateDuel::loadPlayer(int playerId, int decknb, int isAI){
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if (decknb){
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if (!isAI){ //Human Player
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char deckFile[255];
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sprintf(deckFile, "Res/player/deck%i.txt",decknb);
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char deckFileSmall[255];
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sprintf(deckFileSmall, "player_deck%i",decknb);
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int deck_cards_ids[100];
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int nb_elements = readfile_to_ints(deckFile, deck_cards_ids);
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deck[playerId] = NEW MTGPlayerCards(mParent->collection,deck_cards_ids, nb_elements);
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mPlayers[playerId] = NEW HumanPlayer(deck[playerId],deckFileSmall);
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}else{ //AI Player, chose deck
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AIPlayerFactory playerCreator;
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mPlayers[playerId] = playerCreator.createAIPlayer(mParent->collection,NULL,decknb);
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deck[playerId] = mPlayers[playerId]->game;
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}
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}else{
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AIPlayerFactory playerCreator;
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mPlayers[playerId] = playerCreator.createAIPlayer(mParent->collection,NULL);
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@@ -127,15 +137,21 @@ void GameStateDuel::End()
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#if defined (WIN32) || defined (LINUX)
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OutputDebugString("Ending GamestateDuel\n");
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#endif
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GameObserver::EndInstance();
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game = NULL;
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SAFE_DELETE(deckmenu);
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JRenderer::GetInstance()->EnableVSync(false);
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if (mPlayers[0] && mPlayers[1]) mPlayers[0]->End();
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GameObserver::EndInstance();
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game = NULL;
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for (int i = 0; i < 2; i++){
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SAFE_DELETE(mPlayers[i]);
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SAFE_DELETE(deck[i]);
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}
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SAFE_DELETE(menu);
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SAFE_DELETE(opponentMenu);
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SAFE_DELETE(opponentMenuFont);
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#ifdef TESTSUITE
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SAFE_DELETE(testSuite);
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#endif
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@@ -176,8 +192,43 @@ void GameStateDuel::Update(float dt)
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}
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else{
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loadPlayer(1);
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mGamePhase = DUEL_PLAY;
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if (mParent->players[0] == PLAYER_TYPE_HUMAN){
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if (!opponentMenu){
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opponentMenu = NEW SimpleMenu(13,this,opponentMenuFont,10,10,SCREEN_WIDTH/2,"choose Opponent");
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opponentMenu->Add(0,"Random");
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nbAIDecks = 0;
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int found = 1;
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while (found){
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found = 0;
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char buffer[512];
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char aiSmallDeckName[512];
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char deckDesc[512];
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sprintf(buffer, "Res/ai/baka/deck%i.txt",nbAIDecks+1);
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if(fileExists(buffer)){
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found = 1;
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nbAIDecks++;
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sprintf(aiSmallDeckName, "ai_baka_deck%i",nbAIDecks);
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DeckStats * stats = DeckStats::GetInstance();
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stats->load(mPlayers[0]);
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int percentVictories = stats->percentVictories(string(aiSmallDeckName));
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string difficulty;
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if (percentVictories < 34){
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difficulty = "(hard)";
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}else if (percentVictories < 67){
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difficulty = "";
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}else{
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difficulty = "(easy)";
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}
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sprintf(deckDesc, "Deck %i %s",nbAIDecks, difficulty.c_str());
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opponentMenu->Add(nbAIDecks,deckDesc);
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}
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}
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}
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opponentMenu->Update(dt);
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}else{
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loadPlayer(1);
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mGamePhase = DUEL_PLAY;
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}
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}
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}else if (mGamePhase == DUEL_PLAY){
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@@ -259,14 +310,17 @@ void GameStateDuel::Render()
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}else{
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int winner = 2;
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if (game->gameOver !=mPlayers[0]){
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winner = 1;
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winner = 1;
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}
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sprintf(buffer, "Player %i wins (%i)", winner, p0life );
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}
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mFont->DrawString(buffer, 10, 150);
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}else if (mGamePhase == DUEL_CHOOSE_DECK1 || mGamePhase == DUEL_CHOOSE_DECK2){
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if (deckmenu)
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if (opponentMenu){
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opponentMenu->Render();
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}else if (deckmenu){
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deckmenu->Render();
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}
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}else if (mGamePhase == ERROR_NO_DECK){
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mFont->DrawString("NO DECK AVAILABLE,",0,SCREEN_HEIGHT/2);
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mFont->DrawString("PRESS CIRCLE TO GO TO THE DECK EDITOR!",0,SCREEN_HEIGHT/2 + 20);
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@@ -278,30 +332,50 @@ void GameStateDuel::Render()
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void GameStateDuel::ButtonPressed(int controllerId, int controlId)
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{
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switch (controlId)
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{
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case 1:
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case 2:
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case 3:
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case 4:
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case 5:
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{
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if (mGamePhase == DUEL_CHOOSE_DECK1){
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loadPlayer(0,controlId);
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mGamePhase = DUEL_CHOOSE_DECK2;
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}else{
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loadPlayer(1,controlId);
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mGamePhase = DUEL_PLAY;
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}
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break;
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}
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case 12:
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mParent->SetNextState(GAME_STATE_MENU);
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break;
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switch (controllerId){
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case 13:
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mGamePhase = DUEL_PLAY;
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break;
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}
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{
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switch(controlId){
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case 0:
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loadPlayer(1);
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mGamePhase = DUEL_PLAY;
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break;
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default:
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loadPlayer(1,controlId,1);
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mGamePhase = DUEL_PLAY;
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break;
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}
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break;
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}
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default:
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{
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switch (controlId)
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{
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case 1:
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case 2:
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case 3:
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case 4:
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case 5:
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{
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if (mGamePhase == DUEL_CHOOSE_DECK1){
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loadPlayer(0,controlId);
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mGamePhase = DUEL_CHOOSE_DECK2;
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}else{
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loadPlayer(1,controlId);
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mGamePhase = DUEL_PLAY;
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}
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break;
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}
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case 12:
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mParent->SetNextState(GAME_STATE_MENU);
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break;
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case 13:
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mGamePhase = DUEL_PLAY;
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break;
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}
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}
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}
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}
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