make Rave a separate PlayMode
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@@ -25,6 +25,7 @@
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#include "ScoreDisplayNormal.h"
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#include "ScoreDisplayOni.h"
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#include "ScoreDisplayBattle.h"
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#include "ScoreDisplayRave.h"
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#include "ScreenPrompt.h"
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#include "GrooveRadar.h"
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#include "NotesLoaderSM.h"
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@@ -286,6 +287,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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m_sprStage.Load( THEME->GetPathTo("Graphics","ScreenGameplay stage "+GAMESTATE->GetStageText()) );
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m_sprStage.SetXY( STAGE_X, STAGE_Y(bExtra) );
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this->AddChild( &m_sprStage );
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@@ -346,6 +348,9 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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case PLAY_MODE_BATTLE:
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m_pScoreDisplay[p] = new ScoreDisplayBattle;
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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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break;
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default:
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ASSERT(0);
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}
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@@ -402,6 +407,9 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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{
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m_Inventory[p].Load( (PlayerNumber)p );
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this->AddChild( &m_Inventory[p] );
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m_RaveHelper[p].Load( (PlayerNumber)p );
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this->AddChild( &m_RaveHelper[p] );
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}
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@@ -869,6 +877,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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if( OneIsHot() ) m_announcerHot.PlayRandom();
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else if( AllAreInDanger() ) m_announcerDanger.PlayRandom();
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else m_announcerGood.PlayRandom();
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@@ -1077,7 +1086,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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}
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if( iItemSlot != -1 )
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m_Inventory[MenuI.player].UseAttack( iItemSlot );
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m_Inventory[MenuI.player].UseItem( iItemSlot );
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}
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}
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@@ -1107,6 +1116,7 @@ void SaveChanges()
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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GAMESTATE->m_pCurSong->Save();
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break;
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case PLAY_MODE_NONSTOP:
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@@ -1130,6 +1140,7 @@ void DontSaveChanges()
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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ld.LoadFromSMFile(GAMESTATE->m_pCurSong->GetCacheFilePath(),
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*GAMESTATE->m_pCurSong);
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break;
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@@ -1157,6 +1168,7 @@ void ShowSavePrompt( ScreenMessage SM_SendWhenDone )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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sMessage = ssprintf(
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"You have changed the offset or BPM of\n"
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"%s.\n"
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@@ -1418,6 +1430,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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// SCREENMAN->SetNewScreen( "ScreenSelectMusic" );
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SCREENMAN->SetNewScreen( SONGSEL_SCREEN );
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break;
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@@ -1445,6 +1458,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
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break;
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case PLAY_MODE_NONSTOP:
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@@ -1506,6 +1520,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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if( PREFSMAN->m_bEventMode )
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HandleScreenMessage( SM_GoToScreenAfterBack );
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else if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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