Para Theme Update, New ScreenGamePlay element: MAXCOMBO (Currently I set the metric so only PARA sees this one) it gets the maxcombo from m_Combo which is inside the class Player which is inside ScreenGameplay. Lots of passing variables around but it works. Perhaps the maxcombo should become global?
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@@ -289,6 +289,9 @@ BPMZoom=0.0
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StagenameX=999
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StagenameY=999
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StagenameZoom=0.0
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MAXCOMBOX=999
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MAXCOMBOY=999
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MAXCOMBOZoom=0.0
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LifeFrameX=320
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LifeFrameY=36
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LifeFrameExtraY=442
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@@ -24,7 +24,7 @@
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#include "ScoreKeeperMAX2.h"
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#include "RageLog.h"
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#include "RageMath.h"
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#include "Combo.h"
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#define JUDGE_PERFECT_ZOOM_X THEME->GetMetricF("Player","JudgePerfectZoomX")
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#define JUDGE_PERFECT_ZOOM_Y THEME->GetMetricF("Player","JudgePerfectZoomY")
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@@ -100,6 +100,12 @@ Player::Player()
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}
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int Player::GetPlayersMaxCombo()
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{
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return( m_Combo.GetMaxCombo() );
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}
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Player::~Player()
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{
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delete m_ScoreKeeper;
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@@ -47,7 +47,7 @@ public:
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void Load( PlayerNumber player_no, NoteData* pNoteData, LifeMeter* pLM, ScoreDisplay* pScore );
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void CrossedRow( int iNoteRow );
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void Step( int col );
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int GetPlayersMaxCombo();
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void FadeToFail();
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@@ -32,6 +32,9 @@
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// Defines
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//
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#define MAXCOMBO_X THEME->GetMetricF("ScreenGameplay","MAXCOMBOX")
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#define MAXCOMBO_Y THEME->GetMetricF("ScreenGameplay","MAXCOMBOY")
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#define MAXCOMBO_ZOOM THEME->GetMetricF("ScreenGameplay","MAXCOMBOZoom")
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#define BPM_X THEME->GetMetricF("ScreenGameplay","BPMX")
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#define BPM_Y THEME->GetMetricF("ScreenGameplay","BPMY")
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#define BPM_ZOOM THEME->GetMetricF("ScreenGameplay","BPMZoom")
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@@ -282,6 +285,12 @@ ScreenGameplay::ScreenGameplay()
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m_StageName.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
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this->AddChild( &m_StageName );
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m_MaxCombo.LoadFromNumbers( THEME->GetPathTo("Numbers","gameplay score numbers") );
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m_MaxCombo.SetXY( MAXCOMBO_X, MAXCOMBO_Y );
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m_MaxCombo.SetZoom( MAXCOMBO_ZOOM );
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m_MaxCombo.SetText( ssprintf("%d", m_Player[GAMESTATE->m_MasterPlayerNumber].GetPlayersMaxCombo()) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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this->AddChild( &m_MaxCombo );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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@@ -703,6 +712,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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GAMESTATE->m_fSongBeat = fSongBeat;
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GAMESTATE->m_fCurBPS = fBPS;
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GAMESTATE->m_bFreeze = bFreeze;
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m_MaxCombo.SetText( ssprintf("%d", m_Player[GAMESTATE->m_MasterPlayerNumber].GetPlayersMaxCombo()) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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// printf( "m_fSongBeat = %f\n", GAMESTATE->m_fSongBeat );
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@@ -99,7 +99,8 @@ private:
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BitmapText m_textDebug;
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BitmapText m_textAutoPlay; // shows whether AutoPlay is on.
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BitmapText m_MaxCombo;
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TransitionFadeWipe m_Fade;
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TransitionStarWipe m_StarWipe;
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