tweak ScoreDisplayRave
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@@ -0,0 +1 @@
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ScreenLogo dance
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@@ -934,6 +934,22 @@ ScoreP2ExtraX=534
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ScoreP2ExtraY=38
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ScoreP2ExtraOnCommand=addy,-100;sleep,0.5;linear,1;addy,100
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ScoreP2ExtraOffCommand=linear,1;addy,-100
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SecondaryScoreP1X=300
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SecondaryScoreP1Y=240
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SecondaryScoreP1OnCommand=
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SecondaryScoreP1OffCommand=
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SecondaryScoreP1ExtraX=300
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SecondaryScoreP1ExtraY=240
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SecondaryScoreP1ExtraOnCommand=
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SecondaryScoreP1ExtraOffCommand=
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SecondaryScoreP2X=340
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SecondaryScoreP2Y=240
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SecondaryScoreP2OnCommand=
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SecondaryScoreP2OffCommand=
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SecondaryScoreP2ExtraX=340
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SecondaryScoreP2ExtraY=240
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SecondaryScoreP2ExtraOnCommand=
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SecondaryScoreP2ExtraOffCommand=
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PlayerOptionsP1X=320
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PlayerOptionsP1Y=434
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PlayerOptionsP1OnCommand=zoom,0.5;addy,100;sleep,0.5;linear,1;addy,-100
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@@ -3318,3 +3334,9 @@ TipOnCommand=shadowlength,0;diffuseblink
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[CombinedLifeMeterTug]
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MeterWidth=550
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[ScoreDisplayRave]
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MeterP1OnCommand=rotationz,-90
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MeterP2OnCommand=rotationz,-90
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LevelP1OnCommand=addy,-140
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LevelP2OnCommand=addy,-140
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+16
-12
@@ -73,7 +73,8 @@ PlayerMinus::PlayerMinus()
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m_pLifeMeter = NULL;
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m_pCombinedLifeMeter = NULL;
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m_pScore = NULL;
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m_pScoreDisplay = NULL;
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m_pSecondaryScoreDisplay = NULL;
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m_pPrimaryScoreKeeper = NULL;
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m_pSecondaryScoreKeeper = NULL;
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m_pInventory = NULL;
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@@ -95,7 +96,7 @@ PlayerMinus::~PlayerMinus()
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{
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}
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void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScore, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper, NoteFieldPlus* pNoteField )
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void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScoreDisplay, ScoreDisplay* pSecondaryScoreDisplay, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper, NoteFieldPlus* pNoteField )
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{
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m_iDCState = AS2D_IDLE;
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//LOG->Trace( "PlayerMinus::Load()", );
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@@ -105,7 +106,8 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
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m_PlayerNumber = pn;
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m_pLifeMeter = pLM;
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m_pCombinedLifeMeter = pCombinedLM;
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m_pScore = pScore;
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m_pScoreDisplay = pScoreDisplay;
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m_pSecondaryScoreDisplay = pSecondaryScoreDisplay;
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m_pInventory = pInventory;
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m_pPrimaryScoreKeeper = pPrimaryScoreKeeper;
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m_pSecondaryScoreKeeper = pSecondaryScoreKeeper;
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@@ -144,6 +146,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_RAVE:
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case PLAY_MODE_BATTLE:
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{
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// ugly, ugly, ugly. Works only w/ dance.
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@@ -167,9 +170,6 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
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}
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count++;
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count %= 4;
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// HACK: Autogen in attacks for battle
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NoteDataUtil::AddTapAttacks( *this, GAMESTATE->m_pCurSong );
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}
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break;
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}
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@@ -1152,8 +1152,10 @@ void PlayerMinus::HandleTapRowScore( unsigned row )
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if( life != -1 )
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GAMESTATE->m_CurStageStats.SetLifeRecord( m_PlayerNumber, life, GAMESTATE->GetSongPercent(beat) );
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if (m_pScore)
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m_pScore->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]);
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if (m_pScoreDisplay)
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m_pScoreDisplay->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]);
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if (m_pSecondaryScoreDisplay)
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m_pSecondaryScoreDisplay->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]);
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if( m_pLifeMeter ) {
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m_pLifeMeter->ChangeLife( scoreOfLastTap );
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@@ -1184,8 +1186,10 @@ void PlayerMinus::HandleHoldScore( HoldNoteScore holdScore, TapNoteScore tapScor
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if(m_pSecondaryScoreKeeper)
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m_pSecondaryScoreKeeper->HandleHoldScore(holdScore, tapScore );
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if (m_pScore)
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m_pScore->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]);
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if (m_pScoreDisplay)
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m_pScoreDisplay->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]);
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if (m_pSecondaryScoreDisplay)
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m_pSecondaryScoreDisplay->SetScore(GAMESTATE->m_CurStageStats.iScore[m_PlayerNumber]);
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if( m_pLifeMeter ) {
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m_pLifeMeter->ChangeLife( holdScore, tapScore );
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@@ -1207,7 +1211,7 @@ void PlayerMinus::FadeToFail()
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m_pNoteField->FadeToFail();
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}
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void Player::Load( PlayerNumber player_no, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScore, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper )
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void Player::Load( PlayerNumber player_no, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScoreDisplay, ScoreDisplay* pSecondaryScoreDisplay, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper )
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{
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PlayerMinus::Load( player_no, pNoteData, pLM, pCombinedLM, pScore, pInventory, pPrimaryScoreKeeper, pSecondaryScoreKeeper, &m_NoteField );
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PlayerMinus::Load( player_no, pNoteData, pLM, pCombinedLM, pScoreDisplay, pSecondaryScoreDisplay, pInventory, pPrimaryScoreKeeper, pSecondaryScoreKeeper, &m_NoteField );
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}
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@@ -47,7 +47,7 @@ public:
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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void Load( PlayerNumber player_no, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScore, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper, NoteFieldPlus* pNoteField );
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void Load( PlayerNumber player_no, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScoreDisplay, ScoreDisplay* pSecondaryScoreDisplay, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper, NoteFieldPlus* pNoteField );
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void CrossedRow( int iNoteRow );
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void Step( int col, RageTimer tm );
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void RandomiseNotes( int iNoteRow );
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@@ -87,7 +87,8 @@ protected:
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// DancingCharacters* m_pDancingCharacters; // used to adjust the 2D anims dancing states
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LifeMeter* m_pLifeMeter;
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CombinedLifeMeter* m_pCombinedLifeMeter;
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ScoreDisplay* m_pScore;
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ScoreDisplay* m_pScoreDisplay;
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ScoreDisplay* m_pSecondaryScoreDisplay;
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ScoreKeeper* m_pPrimaryScoreKeeper;
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ScoreKeeper* m_pSecondaryScoreKeeper;
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Inventory* m_pInventory;
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@@ -102,7 +103,7 @@ protected:
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class Player : public PlayerMinus
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{
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public:
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void Load( PlayerNumber player_no, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScore, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper );
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void Load( PlayerNumber player_no, const NoteData* pNoteData, LifeMeter* pLM, CombinedLifeMeter* pCombinedLM, ScoreDisplay* pScoreDisplay, ScoreDisplay* pSecondaryScoreDisplay, Inventory* pInventory, ScoreKeeper* pPrimaryScoreKeeper, ScoreKeeper* pSecondaryScoreKeeper );
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protected:
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NoteFieldPlus m_NoteField;
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@@ -17,11 +17,14 @@
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#include "RageLog.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "ActorUtil.h"
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ScoreDisplayRave::ScoreDisplayRave()
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{
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LOG->Trace( "ScoreDisplayRave::ScoreDisplayRave()" );
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this->SetName( "ScoreDisplayRave" );
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m_lastLevelSeen = ATTACK_LEVEL_1;
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@@ -43,11 +46,16 @@ void ScoreDisplayRave::Init( PlayerNumber pn )
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{
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ScoreDisplay::Init( pn );
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if( pn == PLAYER_2 )
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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m_sprMeter[i].SetZoomX( -1 );
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m_sprFrame.Load( THEME->GetPathToG(ssprintf("ScoreDisplayRave frame p%d",pn+1)) );
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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{
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m_sprMeter[i].SetName( ssprintf("MeterP%d",pn+1) );
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ON_COMMAND( m_sprMeter[i] );
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}
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m_textLevel.SetName( ssprintf("LevelP%d",pn+1) );
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ON_COMMAND( m_textLevel );
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}
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void ScoreDisplayRave::Update( float fDelta )
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@@ -304,7 +304,7 @@ ScreenEdit::ScreenEdit( CString sName ) : Screen( sName )
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_sNoteSkin = "default"; // change noteskin back to default before loading player
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GAMESTATE->ResetNoteSkins();
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m_Player.Load( PLAYER_1, ¬eData, NULL, NULL, NULL, NULL, NULL, NULL );
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m_Player.Load( PLAYER_1, ¬eData, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
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GAMESTATE->m_PlayerController[PLAYER_1] = PC_HUMAN;
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m_Player.SetX( PLAYER_X );
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/* Why was this here? Nothing ever sets Player Y values; this was causing
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@@ -1678,7 +1678,7 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, int* iAnswers )
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* where we're starting. */
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GAMESTATE->m_fSongBeat = m_NoteFieldEdit.m_fBeginMarker - 4;
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m_Player.Load( PLAYER_1, &m_NoteFieldEdit, NULL, NULL, NULL, NULL, NULL, NULL );
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m_Player.Load( PLAYER_1, &m_NoteFieldEdit, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
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GAMESTATE->m_PlayerController[PLAYER_1] = PREFSMAN->m_bAutoPlay?PC_AUTOPLAY:PC_HUMAN;
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m_rectRecordBack.StopTweening();
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@@ -105,7 +105,8 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_pLifeMeter[p] = NULL;
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m_pScoreDisplay[p] = NULL;
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m_pPrimaryScoreDisplay[p] = NULL;
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m_pSecondaryScoreDisplay[p] = NULL;
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m_pPrimaryScoreKeeper[p] = NULL;
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m_pSecondaryScoreKeeper[p] = NULL;
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m_pInventory[p] = NULL ;
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@@ -449,31 +450,51 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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//
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// primary score display
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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if( PREFSMAN->m_bPercentageScoring )
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m_pScoreDisplay[p] = new ScoreDisplayPercentage;
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayPercentage;
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else
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m_pScoreDisplay[p] = new ScoreDisplayNormal;
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayNormal;
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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m_pScoreDisplay[p] = new ScoreDisplayOni;
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break;
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case PLAY_MODE_RAVE:
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m_pScoreDisplay[p] = new ScoreDisplayRave;
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m_pPrimaryScoreDisplay[p] = new ScoreDisplayOni;
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break;
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default:
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ASSERT(0);
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}
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m_pScoreDisplay[p]->Init( (PlayerNumber)p );
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m_pScoreDisplay[p]->SetName( ssprintf("ScoreP%d%s",p+1,bExtra?"Extra":"") );
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SET_XY( *m_pScoreDisplay[p] );
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this->AddChild( m_pScoreDisplay[p] );
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m_pPrimaryScoreDisplay[p]->Init( (PlayerNumber)p );
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m_pPrimaryScoreDisplay[p]->SetName( ssprintf("ScoreP%d%s",p+1,bExtra?"Extra":"") );
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SET_XY( *m_pPrimaryScoreDisplay[p] );
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this->AddChild( m_pPrimaryScoreDisplay[p] );
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//
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// secondary score display
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_RAVE:
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m_pSecondaryScoreDisplay[p] = new ScoreDisplayRave;
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break;
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}
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if( m_pSecondaryScoreDisplay[p] )
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{
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m_pSecondaryScoreDisplay[p]->Init( (PlayerNumber)p );
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m_pSecondaryScoreDisplay[p]->SetName( ssprintf("SecondaryScoreP%d%s",p+1,bExtra?"Extra":"") );
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SET_XY( *m_pSecondaryScoreDisplay[p] );
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this->AddChild( m_pSecondaryScoreDisplay[p] );
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}
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}
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for( p=0; p<NUM_PLAYERS; p++ )
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@@ -668,7 +689,9 @@ ScreenGameplay::~ScreenGameplay()
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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SAFE_DELETE( m_pLifeMeter[p] );
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SAFE_DELETE( m_pScoreDisplay[p] );
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SAFE_DELETE( m_pPrimaryScoreDisplay[p] );
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SAFE_DELETE( m_pSecondaryScoreDisplay[p] );
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SAFE_DELETE( m_pSecondaryScoreDisplay[p] );
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SAFE_DELETE( m_pPrimaryScoreKeeper[p] );
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SAFE_DELETE( m_pSecondaryScoreKeeper[p] );
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SAFE_DELETE( m_pInventory[p] );
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@@ -771,7 +794,7 @@ void ScreenGameplay::LoadNextSong()
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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NoteData pNewNoteData;
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pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &pOriginalNoteData, &pNewNoteData );
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m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pCombinedLifeMeter, m_pScoreDisplay[p], m_pInventory[p], m_pPrimaryScoreKeeper[p], m_pSecondaryScoreKeeper[p] );
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m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pCombinedLifeMeter, m_pPrimaryScoreDisplay[p], m_pSecondaryScoreDisplay[p], m_pInventory[p], m_pPrimaryScoreKeeper[p], m_pSecondaryScoreKeeper[p] );
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/* The actual note data for scoring is the base class of Player. This includes
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* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
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@@ -2071,8 +2094,10 @@ void ScreenGameplay::TweenOnScreen()
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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ON_COMMAND( m_textCourseSongNumber[p] );
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if( m_pScoreDisplay[p] )
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ON_COMMAND( *m_pScoreDisplay[p] );
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if( m_pPrimaryScoreDisplay[p] )
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ON_COMMAND( *m_pPrimaryScoreDisplay[p] );
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if( m_pSecondaryScoreDisplay[p] )
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ON_COMMAND( *m_pSecondaryScoreDisplay[p] );
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ON_COMMAND( m_textPlayerOptions[p] );
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ON_COMMAND( m_DifficultyIcon[p] );
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}
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@@ -2094,8 +2119,10 @@ void ScreenGameplay::TweenOffScreen()
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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OFF_COMMAND( m_textCourseSongNumber[p] );
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if( m_pScoreDisplay[p] )
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OFF_COMMAND( *m_pScoreDisplay[p] );
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if( m_pPrimaryScoreDisplay[p] )
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OFF_COMMAND( *m_pPrimaryScoreDisplay[p] );
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if( m_pSecondaryScoreDisplay[p] )
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OFF_COMMAND( *m_pSecondaryScoreDisplay[p] );
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OFF_COMMAND( m_textPlayerOptions[p] );
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OFF_COMMAND( m_DifficultyIcon[p] );
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}
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@@ -116,7 +116,8 @@ protected:
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BPMDisplay m_BPMDisplay;
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Sprite m_sprScoreFrame;
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ScoreDisplay* m_pScoreDisplay[NUM_PLAYERS];
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ScoreDisplay* m_pPrimaryScoreDisplay[NUM_PLAYERS];
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ScoreDisplay* m_pSecondaryScoreDisplay[NUM_PLAYERS];
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ScoreKeeper* m_pPrimaryScoreKeeper[NUM_PLAYERS];
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ScoreKeeper* m_pSecondaryScoreKeeper[NUM_PLAYERS];
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BitmapText m_textPlayerOptions[NUM_PLAYERS];
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@@ -173,7 +173,7 @@ ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
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if( USEPLAYER )
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{
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m_pPlayer = new Player;
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m_pPlayer->Load( PLAYER_1, &m_NoteData, m_pLifeMeterBar, NULL, NULL, NULL, NULL, NULL );
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m_pPlayer->Load( PLAYER_1, &m_NoteData, m_pLifeMeterBar, NULL, NULL, NULL, NULL, NULL, NULL );
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m_pPlayer->SetX( PLAYERX );
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this->AddChild( m_pPlayer );
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}
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@@ -250,13 +250,21 @@ void ScreenSelectStyle::UpdateSelectableChoices()
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int iSwitchToStyleIndex = -1; // -1 means none found
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for( i=0; i<m_aModeChoices.size(); i++ )
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{
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if( m_aModeChoices[i].IsPlayable() )
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const ModeChoice& mc = m_aModeChoices[i];
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if( mc.IsPlayable() )
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{
|
||||
iSwitchToStyleIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
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ASSERT( iSwitchToStyleIndex != -1 ); // no styles are enabled. We're stuck! This should never happen
|
||||
if( iSwitchToStyleIndex == -1 )// no styles are enabled. We're stuck!
|
||||
{
|
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DEBUG_ASSERT(0);
|
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SCREENMAN->SystemMessage( "No Styles are selectable." );
|
||||
SCREENMAN->SetNewScreen( THEME->GetMetric("Common","InitialScreen") );
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
m_iSelection = iSwitchToStyleIndex;
|
||||
AfterChange();
|
||||
|
||||
@@ -1018,6 +1018,7 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
|
||||
{
|
||||
THEME->ReloadMetrics();
|
||||
TEXTUREMAN->ReloadAll();
|
||||
SCREENMAN->SystemMessage( "Reloaded metrics and textures" );
|
||||
return true;
|
||||
}
|
||||
#ifndef DARWIN
|
||||
@@ -1071,7 +1072,7 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
|
||||
break;
|
||||
}
|
||||
DISPLAY->SaveScreenshot( sPath );
|
||||
SCREENMAN->SystemMessage( "Saved screenshot: " + sPath );
|
||||
SOUND->PlayOnce( THEME->GetPathToS("ScreenEdit save") ); // FIXME
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user