diff --git a/stepmania/src/ScreenStage.cpp b/stepmania/src/ScreenStage.cpp index 936235ebae..9b51a97be2 100644 --- a/stepmania/src/ScreenStage.cpp +++ b/stepmania/src/ScreenStage.cpp @@ -235,12 +235,6 @@ ScreenStage::ScreenStage() { const int iStageNo = GAMESTATE->GetStageIndex()+1; - bool ez2Final=false; - // why do this? Ez2dancer uses NORMAL for it's final stage but just re-arranges - // the elements. so the following takes us into NORMAL and just re-arranges stuff - // the ez2Final is so that when we're in normal we can go and see if we're really - // FINAL or not. at the end of normal, if we WERE FINAL, we set it back to final - // hacky or what? =) if( stage_mode == MODE_FINAL ) { for( int i=0; i<4; i++ ) @@ -248,8 +242,6 @@ ScreenStage::ScreenStage() m_sprNumbers[i].Load( THEME->GetPathTo("Graphics","stage numbers final") ); m_sprNumbers[i].StopAnimating(); } - ez2Final=true; - stage_mode = MODE_NORMAL; } @@ -291,7 +283,7 @@ ScreenStage::ScreenStage() int bg_modeoffset=0; // used to shuffle some graphics if we're in FINAL rather than normal stage float element_y_offsets=0.0f; // used to shuffle some graphics if we're in FINAL rather than nornal stage - if (ez2Final) // if we're in final redefine those offsets + if (stage_mode == MODE_FINAL) // if we're in final redefine those offsets { element_y_offsets = 25.0f; bg_modeoffset = 4; // shuffle graphics +4 in the elements file for FINAL graphics. @@ -310,7 +302,7 @@ ScreenStage::ScreenStage() // so if we should actually be on final stage // setup this extra background element - if (ez2Final) + if (stage_mode == MODE_FINAL) { m_sprbgxtra.Load( THEME->GetPathTo("Graphics","stage elements") ); // get the graphic m_sprbgxtra.StopAnimating(); @@ -325,10 +317,10 @@ ScreenStage::ScreenStage() m_sprbg[0].SetXY( CENTER_X, CENTER_Y+150); // this is where we want the red bar graphic.... - if (ez2Final) // however in final... + if (stage_mode == MODE_FINAL) // however in final... m_sprbg[0].SetXY( CENTER_X-30, CENTER_Y-160); // we want it somewhere else m_sprbg[0].ZoomToHeight( 100 ); // it's fairly high in normal - if (ez2Final) // but in final... + if (stage_mode == MODE_FINAL) // but in final... m_sprbg[0].ZoomToHeight( 30 ); // it needs to be a bit more squashed m_sprbg[0].ZoomToWidth( SCREEN_WIDTH + 50 ); // no matter what... it's this wide m_sprbg[0].SetRotation( -20 ); // and is initially this rotation @@ -355,7 +347,7 @@ ScreenStage::ScreenStage() m_frameStage.AddChild( &m_sprbg[i] ); } - if (ez2Final) // if we're in FINAL add that extra background element mentioned earlier. + if (stage_mode == MODE_FINAL) // if we're in FINAL add that extra background element mentioned earlier. { m_frameStage.AddChild( &m_sprbgxtra ); } @@ -388,7 +380,7 @@ ScreenStage::ScreenStage() m_stagedesc[0].SetXY( CENTER_X-400, CENTER_Y-150+element_y_offsets ); // set the intiial desc positions m_stagedesc[1].SetXY( CENTER_X+400, CENTER_Y+70+element_y_offsets ); - if (ez2Final) + if (stage_mode == MODE_FINAL) { m_stagedesc[1].SetY( CENTER_Y+140.0f ); // description text is in a different Y location on final stage } @@ -398,7 +390,7 @@ ScreenStage::ScreenStage() m_ez2ukm[i].SetText( "STEPMANIA EZ2 MOVE" ); // choose something better if you like ;) m_ez2ukm[i].SetDiffuse( D3DXCOLOR(1,1,1,1) ); // it's white m_ez2ukm[i].BeginTweening(0.5f); // start it tweening - if (ez2Final) + if (stage_mode == MODE_FINAL) { m_stagedesc[i].SetText( "FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL" ); // this is the desc text for final stage m_stagedesc[i].SetDiffuse( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // it's blueish @@ -458,7 +450,7 @@ ScreenStage::ScreenStage() if (j == 0) // if it's the first set { m_sprScrollingBlobs[j][i].SetXY( CENTER_X-(SCREEN_WIDTH/2)-500-((i*i)*4), CENTER_Y + 135 ); // starting position - if (ez2Final) + if (stage_mode == MODE_FINAL) { m_sprScrollingBlobs[j][i].SetY( CENTER_Y-160); // different Y position for FINAL stage } @@ -466,7 +458,7 @@ ScreenStage::ScreenStage() else // if it's the second set { m_sprScrollingBlobs[j][i].SetXY( CENTER_X+(SCREEN_WIDTH/2)+500-((i*i)*4), CENTER_Y+170 ); // starting position - if (ez2Final) + if (stage_mode == MODE_FINAL) { m_sprScrollingBlobs[j][i].SetY( CENTER_Y+180 ); // different Y position for FINAL stage } @@ -529,12 +521,10 @@ ScreenStage::ScreenStage() m_stagename.SetDiffuse( D3DXCOLOR(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // orangey colour - if (ez2Final) // if we're final stage + if (stage_mode == MODE_FINAL) // if we're final stage { m_stagename.SetDiffuse( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // blueish colour m_stagename.SetText( "THE FINAL STAGE" ); - stage_mode = MODE_FINAL; // set back to final again. - ez2Final = false; } m_stagename.BeginTweening(0.5f); // start tweening them to their new home