reposition items that depend on reverse when we change songs
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@@ -175,14 +175,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
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const bool bReverse[NUM_PLAYERS] = {
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GAMESTATE->m_PlayerOptions[0].m_fReverseScroll == 1,
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GAMESTATE->m_PlayerOptions[1].m_fReverseScroll == 1
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};
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m_bChangedOffsetOrBPM = GAMESTATE->m_SongOptions.m_bAutoSync;
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@@ -219,8 +211,8 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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m_Player[p].SetX( fPlayerX );
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this->AddChild( &m_Player[p] );
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m_ActiveItemList[p].SetXY( ACTIVE_ITEMS_X(p), ACTIVE_ITEMS_Y(p,bExtra,bReverse[p]) );
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m_ActiveItemList[p].Init( (PlayerNumber)p, &m_Inventory );
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/* Position it in LoadNextSong. */
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this->AddChild( &m_ActiveItemList[p] );
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m_sprOniGameOver[p].Load( THEME->GetPathTo("Graphics","gameplay oni gameover") );
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@@ -238,6 +230,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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m_sprMiddleFrame.Load( THEME->GetPathTo("Graphics","Gameplay Middle Frame") );
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m_sprMiddleFrame.SetXY( MIDDLE_FRAME_X, MIDDLE_FRAME_Y );
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const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
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// LifeFrame goes below LifeMeter
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CString sLifeFrameName;
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@@ -380,7 +373,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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continue;
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m_DifficultyIcon[p].Load( THEME->GetPathTo("graphics","gameplay difficulty icons 2x5") );
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m_DifficultyIcon[p].SetXY( DIFFICULTY_X(p), DIFFICULTY_Y(p,bExtra,bReverse[p]) );
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/* Position it in LoadNextSong. */
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this->AddChild( &m_DifficultyIcon[p] );
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}
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@@ -453,11 +446,14 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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m_BPMDisplay.SetZoom( BPM_ZOOM );
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this->AddChild( &m_BPMDisplay );
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/* LoadNextSong first, since that positions some elements which need to be
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* positioned before we TweenOnScreen. */
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LoadNextSong();
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TweenOnScreen();
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for( int i=0; i<30; i++ )
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this->SendScreenMessage( ScreenMessage(SM_User+i), i/2.0f ); // Send messages to we can get the introduction rolling
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LoadNextSong();
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m_soundToasty.Load( THEME->GetPathTo("Sounds","gameplay toasty") );
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@@ -628,6 +624,21 @@ void ScreenGameplay::LoadNextSong()
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GAMESTATE->m_pCurSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
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m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
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const bool bExtra = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
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const bool bReverse[NUM_PLAYERS] = {
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GAMESTATE->m_PlayerOptions[0].m_fReverseScroll == 1,
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GAMESTATE->m_PlayerOptions[1].m_fReverseScroll == 1
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};
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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m_ActiveItemList[p].SetXY( ACTIVE_ITEMS_X(p), ACTIVE_ITEMS_Y(p,bExtra,bReverse[p]) );
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m_DifficultyIcon[p].SetXY( DIFFICULTY_X(p), DIFFICULTY_Y(p,bExtra,bReverse[p]) );
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}
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m_soundMusic.Load( GAMESTATE->m_pCurSong->GetMusicPath() );
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}
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