added DDREX Nonstop mode, added beginnings of high score tracking
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@@ -132,6 +132,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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GAMESTATE->m_pCurNotes[p]->GetNoteData( ¬edata );
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GAMESTATE->m_iPossibleDancePoints[p] = notedata.GetPossibleDancePoints();
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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{
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@@ -151,6 +152,8 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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}
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}
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break;
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default:
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ASSERT(0);
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}
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}
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@@ -252,6 +255,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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case PLAY_MODE_ARCADE:
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this->AddChild( &m_textStageNumber );
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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for( p=0; p<NUM_PLAYERS; p++ )
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@@ -300,6 +304,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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case PLAY_MODE_ARCADE:
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m_pScoreDisplay[p] = new ScoreDisplayNormal;
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break;
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case PLAY_MODE_NONSTOP:
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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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@@ -480,6 +485,7 @@ bool ScreenGameplay::IsLastSong()
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{
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case PLAY_MODE_ARCADE:
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return true;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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{
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@@ -510,6 +516,7 @@ void ScreenGameplay::LoadNextSong( bool bFirstLoad )
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{
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case PLAY_MODE_ARCADE:
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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{
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@@ -542,8 +549,8 @@ void ScreenGameplay::LoadNextSong( bool bFirstLoad )
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if( asModifiers[iPlaySongIndex] != "" ) // some modifiers specified
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GAMESTATE->m_PlayerOptions[p].FromString( asModifiers[iPlaySongIndex] ); // put them into effect
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}
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}
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break;
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default:
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ASSERT(0);
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break;
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@@ -804,6 +811,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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else if( AllAreInDanger() ) m_announcerDanger.PlayRandom();
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else m_announcerGood.PlayRandom();
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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m_announcerOni.PlayRandom();
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@@ -1040,6 +1048,7 @@ void SaveChanges()
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case PLAY_MODE_ARCADE:
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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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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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{
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@@ -1064,6 +1073,7 @@ void DontSaveChanges()
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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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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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{
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@@ -1093,6 +1103,7 @@ void ShowSavePrompt( ScreenMessage SM_SendWhenDone )
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"Choosing NO will discard your changes.",
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GAMESTATE->m_pCurSong->GetFullTitle().GetString() );
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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sMessage = ssprintf(
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@@ -1392,6 +1403,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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// SCREENMAN->SetNewScreen( "ScreenSelectMusic" );
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SCREENMAN->SetNewScreen( SONGSEL_SCREEN );
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
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@@ -1474,7 +1486,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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ShowSavePrompt( SM_GoToScreenAfterFail );
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break;
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}
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if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI || GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS )
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if( GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP ||
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GAMESTATE->m_PlayMode == PLAY_MODE_ONI ||
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GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS )
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SCREENMAN->SetNewScreen( "ScreenEvaluation" );
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else if( PREFSMAN->m_bEventMode )
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this->SendScreenMessage( SM_GoToScreenAfterBack, 0 );
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