themeable system message animation
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@@ -2252,9 +2252,9 @@ Class=ScreenSystemLayer
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StatsX=SCREEN_RIGHT-8
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StatsY=SCREEN_TOP+10
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StatsOnCommand=horizalign,right;vertalign,top;zoom,0.5;shadowlength,2
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MessageX=SCREEN_LEFT+4
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MessageY=SCREEN_TOP+4
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MessageOnCommand=horizalign,left;vertalign,top;zoom,0.8;shadowlength,2
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MessageX=0
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MessageY=0
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MessageOnCommand=finishtweening;horizalign,left;vertalign,top;x,SCREEN_LEFT+4;y,SCREEN_TOP+4;zoom,0.8;shadowlength,2;diffusealpha,1;x,-SCREEN_WIDTH;linear,0.5;addx,SCREEN_WIDTH;sleep,5;linear,0.5;diffusealpha,0
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TimeX=SCREEN_LEFT+4
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TimeY=SCREEN_TOP+40
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TimeOnCommand=horizalign,left;vertalign,top;zoom,0.5;shadowlength,0;diffuse,1,0,1,1
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@@ -92,7 +92,8 @@ void ScreenSystemLayer::ReloadCreditsText()
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{
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m_textMessage.LoadFromFont( THEME->GetPathF("ScreenSystemLayer","message") );
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m_textMessage.SetName( "Message" );
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SET_XY_AND_ON_COMMAND( m_textMessage );
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SET_XY_AND_ON_COMMAND( m_textMessage );
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m_textMessage.SetHidden( true );
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m_textStats.LoadFromFont( THEME->GetPathF("ScreenSystemLayer","stats") );
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m_textStats.SetName( "Stats" );
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@@ -218,19 +219,16 @@ void ScreenSystemLayer::HandleMessage( const CString &sMessage )
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}
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else if( sMessage == "SystemMessage" )
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{
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m_textMessage.SetHidden( false );
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m_textMessage.SetText( SCREENMAN->GetCurrentSystemMessage() );
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ActorCommands c = ActorCommands( "finishtweening;diffusealpha,1;addx,-640;linear,0.5;addx,+640;sleep,5;linear,0.5;diffusealpha,0" );
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m_textMessage.RunCommands( c );
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m_textMessage.PlayCommand( "On" );
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}
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else if( sMessage == "SystemMessageNoAnimate" )
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{
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m_textMessage.FinishTweening();
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m_textMessage.SetHidden( false );
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m_textMessage.SetText( SCREENMAN->GetCurrentSystemMessage() );
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m_textMessage.SetX( 4 );
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m_textMessage.SetDiffuseAlpha( 1 );
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m_textMessage.BeginTweening( 5 );
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m_textMessage.BeginTweening( 0.5f );
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m_textMessage.SetDiffuse( RageColor(1,1,1,0) );
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m_textMessage.PlayCommand( "On" );
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m_textMessage.FinishTweening();
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}
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Screen::HandleMessage( sMessage );
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}
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@@ -1295,7 +1295,7 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
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if( !GAMESTATE->m_bIsOnSystemMenu )
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{
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SystemMessage( "OPERATOR" );
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SCREENMAN->SystemMessage( "Service switch pressed" );
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GAMESTATE->Reset();
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SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
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}
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