Fixed: Announcer being "ez2dancer" if you last quit the game with the ez2 announcer.
Fixed: Ez2dancer bug where if two players selected on the player select screen, only p1 appeared on the style select.
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@@ -18,7 +18,6 @@
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AnnouncerManager* ANNOUNCER = NULL; // global object accessable from anywhere in the program
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const CString EZ2_ANNOUNCER_NAME = "ez2";
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const CString ANNOUNCER_BASE_DIR = "Announcers\\";
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@@ -287,7 +287,8 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
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}
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// figure out whether we should add a player into the fray or not
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if( GAMEMAN->m_sMasterPlayerNumber != PLAYER_2 && GAMEMAN->m_sMasterPlayerNumber != PLAYER_1 )
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// if( GAMEMAN->m_sMasterPlayerNumber != PLAYER_2 && GAMEMAN->m_sMasterPlayerNumber != PLAYER_1 )
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if (m_iSelectedStyle == 3)
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{
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if (p == PLAYER_1)
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{
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@@ -284,7 +284,7 @@ void ScreenEz2SelectStyle::DrawPrimitives()
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{
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AnimateGraphics();
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}
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AnimateBackground();
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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@@ -844,14 +844,21 @@ void ScreenEz2SelectStyle::AnimateGraphics()
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ez2p_direct = 0;
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}
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}
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}
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if (m_iSelectedStyle == 0) // EASY background
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/************************************
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AnimateBackground
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Desc: Animates the Background
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************************************/
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void ScreenEz2SelectStyle::AnimateBackground()
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{
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if ((m_iSelectedStyle == 0) || (m_iSelectedPlayer == 2 && m_iSelectedStyle == 3)) // EASY background
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{
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m_sprBackground[3].SetHeight(SCREEN_HEIGHT * 1.7f);
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m_sprBackground[3].SetWidth(SCREEN_WIDTH * 1.7f);
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m_sprBackground[3].SetEffectSpinning(1.0f);
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}
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else if (m_iSelectedStyle == 3) // CLUB background
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else if (m_iSelectedStyle == 3 && m_iSelectedPlayer != 2) // CLUB background
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{
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m_sprBackground[3].SetHeight(0);
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m_sprBackground[3].SetWidth(0);
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@@ -44,6 +44,7 @@ public:
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private:
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/* Private Function Prototypes */
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void AnimateGraphics();
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void AnimateBackground();
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// void BeforeChange();
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void SetFadedStyles();
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// void AnimateGraphics();
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@@ -52,6 +52,7 @@ const float CHOICES_GAP_Y = 52;
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const float HELP_X = CENTER_X;
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const float HELP_Y = SCREEN_HEIGHT-55;
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const CString EZ2_ANNOUNCER_NAME = "ez2";
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const ScreenMessage SM_PlayAttract = ScreenMessage(SM_User+1);
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const ScreenMessage SM_GoToCaution = ScreenMessage(SM_User+2);
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@@ -153,12 +154,35 @@ ScreenTitleMenu::ScreenTitleMenu()
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// Cheers
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// -- dro kulix
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// Dear dro kulix:
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// Good call, actually, I made this change when announcer switching wasn't possible.
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// or rather, announcer switching WASN'T possible from the title menu (it used to be
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// in song options)
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// but since it is now changed before we get here,
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// care needs to be taken to ensure the player can still switch.
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// However, your commenting code is still not that brill either ;) Brings back the first bug
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// (if we last played ez2dancer and then came back into the game ez2dancer
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// default announcer loads for DDR). However, here's a different approach for you.
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// If we start the game and find that we're playing something other than ez2dancer AND
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// the current announcer is ez2 then we change it to the default announcer and specify announcer
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// check as 1. This'll stay like this for the rest of the program, meaning should they
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// REALLY want to play ez2dancer sounds during a game of DDR, they're free to do so.
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// It just really bugs me when I see "SMMAX" and the sound "EZ2DANCER!" blares through my speakers ;)
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// When other gametypes are implemented, this may or may not have to be extended to ensure we
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// don't hear "YEAH! I KNOW YOU CAN!" for pump or "AVEX AND KONAMI UNITE IN YOUR DANCE" for para e.t.c.
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static int announcercheck=0;
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if (GAMEMAN->m_CurGame != GAME_EZ2 && PREFSMAN->m_sAnnouncer == "ez2" && announcercheck == 0)
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{
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ANNOUNCER->SwitchAnnouncer( "default" );
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announcercheck = 1;
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}
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_TITLE_MENU_GAME_NAME) );
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m_soundAttract.Load( ANNOUNCER->GetPathTo(ANNOUNCER_TITLE_MENU_ATTRACT) );
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