diff --git a/stepmania/src/AnnouncerManager.cpp b/stepmania/src/AnnouncerManager.cpp index fecd7fb683..677fcc96d1 100644 --- a/stepmania/src/AnnouncerManager.cpp +++ b/stepmania/src/AnnouncerManager.cpp @@ -18,7 +18,6 @@ AnnouncerManager* ANNOUNCER = NULL; // global object accessable from anywhere in the program -const CString EZ2_ANNOUNCER_NAME = "ez2"; const CString ANNOUNCER_BASE_DIR = "Announcers\\"; diff --git a/stepmania/src/ScreenEz2SelectPlayer.cpp b/stepmania/src/ScreenEz2SelectPlayer.cpp index 78ec32045a..1dc4d49b3c 100644 --- a/stepmania/src/ScreenEz2SelectPlayer.cpp +++ b/stepmania/src/ScreenEz2SelectPlayer.cpp @@ -287,7 +287,8 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p ) } // figure out whether we should add a player into the fray or not - if( GAMEMAN->m_sMasterPlayerNumber != PLAYER_2 && GAMEMAN->m_sMasterPlayerNumber != PLAYER_1 ) +// if( GAMEMAN->m_sMasterPlayerNumber != PLAYER_2 && GAMEMAN->m_sMasterPlayerNumber != PLAYER_1 ) + if (m_iSelectedStyle == 3) { if (p == PLAYER_1) { diff --git a/stepmania/src/ScreenEz2SelectStyle.cpp b/stepmania/src/ScreenEz2SelectStyle.cpp index 63f8b1ae95..e05f6c8f75 100644 --- a/stepmania/src/ScreenEz2SelectStyle.cpp +++ b/stepmania/src/ScreenEz2SelectStyle.cpp @@ -284,7 +284,7 @@ void ScreenEz2SelectStyle::DrawPrimitives() { AnimateGraphics(); } - + AnimateBackground(); m_Menu.DrawBottomLayer(); Screen::DrawPrimitives(); m_Menu.DrawTopLayer(); @@ -844,14 +844,21 @@ void ScreenEz2SelectStyle::AnimateGraphics() ez2p_direct = 0; } } +} - if (m_iSelectedStyle == 0) // EASY background +/************************************ +AnimateBackground +Desc: Animates the Background +************************************/ +void ScreenEz2SelectStyle::AnimateBackground() +{ + if ((m_iSelectedStyle == 0) || (m_iSelectedPlayer == 2 && m_iSelectedStyle == 3)) // EASY background { m_sprBackground[3].SetHeight(SCREEN_HEIGHT * 1.7f); m_sprBackground[3].SetWidth(SCREEN_WIDTH * 1.7f); m_sprBackground[3].SetEffectSpinning(1.0f); } - else if (m_iSelectedStyle == 3) // CLUB background + else if (m_iSelectedStyle == 3 && m_iSelectedPlayer != 2) // CLUB background { m_sprBackground[3].SetHeight(0); m_sprBackground[3].SetWidth(0); diff --git a/stepmania/src/ScreenEz2SelectStyle.h b/stepmania/src/ScreenEz2SelectStyle.h index 824944d2b3..58a1d4e199 100644 --- a/stepmania/src/ScreenEz2SelectStyle.h +++ b/stepmania/src/ScreenEz2SelectStyle.h @@ -44,6 +44,7 @@ public: private: /* Private Function Prototypes */ void AnimateGraphics(); + void AnimateBackground(); // void BeforeChange(); void SetFadedStyles(); // void AnimateGraphics(); diff --git a/stepmania/src/ScreenTitleMenu.cpp b/stepmania/src/ScreenTitleMenu.cpp index 414a750ffe..fb7e781ee9 100644 --- a/stepmania/src/ScreenTitleMenu.cpp +++ b/stepmania/src/ScreenTitleMenu.cpp @@ -52,6 +52,7 @@ const float CHOICES_GAP_Y = 52; const float HELP_X = CENTER_X; const float HELP_Y = SCREEN_HEIGHT-55; +const CString EZ2_ANNOUNCER_NAME = "ez2"; const ScreenMessage SM_PlayAttract = ScreenMessage(SM_User+1); const ScreenMessage SM_GoToCaution = ScreenMessage(SM_User+2); @@ -153,12 +154,35 @@ ScreenTitleMenu::ScreenTitleMenu() // Cheers // -- dro kulix + // Dear dro kulix: // Good call, actually, I made this change when announcer switching wasn't possible. // or rather, announcer switching WASN'T possible from the title menu (it used to be // in song options) // but since it is now changed before we get here, // care needs to be taken to ensure the player can still switch. + // However, your commenting code is still not that brill either ;) Brings back the first bug + // (if we last played ez2dancer and then came back into the game ez2dancer + // default announcer loads for DDR). However, here's a different approach for you. + + // If we start the game and find that we're playing something other than ez2dancer AND + // the current announcer is ez2 then we change it to the default announcer and specify announcer + // check as 1. This'll stay like this for the rest of the program, meaning should they + // REALLY want to play ez2dancer sounds during a game of DDR, they're free to do so. + // It just really bugs me when I see "SMMAX" and the sound "EZ2DANCER!" blares through my speakers ;) + + // When other gametypes are implemented, this may or may not have to be extended to ensure we + // don't hear "YEAH! I KNOW YOU CAN!" for pump or "AVEX AND KONAMI UNITE IN YOUR DANCE" for para e.t.c. + + static int announcercheck=0; + + if (GAMEMAN->m_CurGame != GAME_EZ2 && PREFSMAN->m_sAnnouncer == "ez2" && announcercheck == 0) + { + ANNOUNCER->SwitchAnnouncer( "default" ); + announcercheck = 1; + } + + SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_TITLE_MENU_GAME_NAME) ); m_soundAttract.Load( ANNOUNCER->GetPathTo(ANNOUNCER_TITLE_MENU_ATTRACT) );