AutoActor
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@@ -116,8 +116,8 @@ protected:
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float m_fLastMusicSeconds;
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float m_fLastMusicSeconds;
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BGAnimation m_DangerPlayer[NUM_PLAYERS];
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AutoActor m_DangerPlayer[NUM_PLAYERS];
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BGAnimation m_DangerAll;
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AutoActor m_DangerAll;
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AutoActor m_DeadPlayer[NUM_PLAYERS];
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AutoActor m_DeadPlayer[NUM_PLAYERS];
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@@ -196,9 +196,9 @@ void BackgroundImpl::Init()
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}
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}
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}
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}
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m_DangerAll.LoadFromAniDir( THEME->GetPathB("ScreenGameplay","danger all") );
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m_DangerAll.Load( THEME->GetPathB("ScreenGameplay","danger all") );
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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m_DangerPlayer[p].LoadFromAniDir( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
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m_DangerPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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m_DeadPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("dead p%d",p+1)) );
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m_DeadPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("dead p%d",p+1)) );
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@@ -676,17 +676,17 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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// Re-sort.
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// Re-sort.
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BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
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BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
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m_DangerAll.SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
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m_DangerAll->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
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m_DangerAll.SetZoomX( fXZoom );
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m_DangerAll->SetZoomX( fXZoom );
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m_DangerAll.SetZoomY( fYZoom );
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m_DangerAll->SetZoomY( fYZoom );
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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{
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{
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m_DangerPlayer[p].SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
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m_DangerPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
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m_DangerPlayer[p].SetZoomX( fXZoom );
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m_DangerPlayer[p]->SetZoomX( fXZoom );
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m_DangerPlayer[p].SetZoomY( fYZoom );
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m_DangerPlayer[p]->SetZoomY( fYZoom );
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m_DangerPlayer[p].FinishTweening();
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m_DangerPlayer[p]->FinishTweening();
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m_DangerPlayer[p].PlayCommand( "On" );
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m_DangerPlayer[p]->PlayCommand( "On" );
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m_DeadPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
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m_DeadPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
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m_DeadPlayer[p]->SetZoomX( fXZoom );
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m_DeadPlayer[p]->SetZoomX( fXZoom );
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@@ -852,13 +852,13 @@ void BackgroundImpl::Update( float fDeltaTime )
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if( IsDangerAllVisible() )
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if( IsDangerAllVisible() )
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{
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{
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m_DangerAll.Update( fDeltaTime );
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m_DangerAll->Update( fDeltaTime );
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}
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}
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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{
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{
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if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
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if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
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m_DangerPlayer[p].Update( fDeltaTime );
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m_DangerPlayer[p]->Update( fDeltaTime );
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if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
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if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
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m_DeadPlayer[p]->Update( fDeltaTime );
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m_DeadPlayer[p]->Update( fDeltaTime );
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@@ -889,7 +889,7 @@ void BackgroundImpl::DrawPrimitives()
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// Since this only shows when DANGER is visible, it will flash red on it's own accord :)
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// Since this only shows when DANGER is visible, it will flash red on it's own accord :)
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if( m_pDancingCharacters )
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if( m_pDancingCharacters )
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m_pDancingCharacters->m_bDrawDangerLight = true;
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m_pDancingCharacters->m_bDrawDangerLight = true;
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m_DangerAll.Draw();
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m_DangerAll->Draw();
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}
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}
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if( !IsDangerAllVisible() || !(bool)DANGER_ALL_IS_OPAQUE )
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if( !IsDangerAllVisible() || !(bool)DANGER_ALL_IS_OPAQUE )
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@@ -909,7 +909,7 @@ void BackgroundImpl::DrawPrimitives()
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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{
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{
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if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
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if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
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m_DangerPlayer[p].Draw();
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m_DangerPlayer[p]->Draw();
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if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
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if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
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m_DeadPlayer[p]->Draw();
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m_DeadPlayer[p]->Draw();
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}
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}
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