tweak ScoreDisplayRave
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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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