[ScreenNetEvaluation]
* Replace hardcoded rainbow effect with UserTier02OrBetterCommand. * Added Difficulty and Steps param to UpdateNetEvalStats message. The beginning of custom-themable online stuff begins. [ScreenNetSelectMusic] * Started to port SampleMusicPreviewMode from ScreenSelectMusic. * Changed MusicWheel metrics to read from OnlineMusicWheel instead. * Added section, roulette, and random music (not used yet). * Stop the music when reaching a section. [others] * some theme file additions
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@@ -5,6 +5,8 @@
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "RageLog.h"
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#include "Style.h"
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#include "SongUtil.h"
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static const int NUM_SCORE_DIGITS = 9;
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@@ -147,12 +149,15 @@ void ScreenNetEvaluation::HandleScreenMessage( const ScreenMessage SM )
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break;
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m_textUsers[i].SetText( NSMAN->m_PlayerNames[NSMAN->m_EvalPlayerData[i].name] );
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// Yes, hardcoded (I'd like to leave it that way) -CNLohr (in reference to Grade_Tier03)
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// Themes can read this differently. The correct solution depends...
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// TODO: make this a server-side variable, or just find out
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// the data from the theme? If we find out from the theme, people
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// will be using different themes so it means nothing. -aj
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m_textUsers[i].SetRainbowScroll( NSMAN->m_EvalPlayerData[i].grade < Grade_Tier03 );
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if( NSMAN->m_EvalPlayerData[i].grade < Grade_Tier03 )
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m_textUsers[i].PlayCommand("Tier02OrBetter");
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ON_COMMAND( m_textUsers[i] );
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LOG->Trace( "SMNETCheckpoint%d", i );
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}
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@@ -186,11 +191,13 @@ void ScreenNetEvaluation::UpdateStats()
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m_textScore[m_pActivePlayer].SetTargetNumber( NSMAN->m_EvalPlayerData[m_iCurrentPlayer].score );
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//Values greater than 6 will cause a crash
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if ( NSMAN->m_EvalPlayerData[m_iCurrentPlayer].difficulty < 6 )
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/*
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if( NSMAN->m_EvalPlayerData[m_iCurrentPlayer].difficulty < 6 )
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{
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m_DifficultyIcon[m_pActivePlayer].SetPlayer( m_pActivePlayer );
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m_DifficultyIcon[m_pActivePlayer].SetFromDifficulty( NSMAN->m_EvalPlayerData[m_iCurrentPlayer].difficulty );
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}
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*/
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for( int j=0; j<NETNUMTAPSCORES; ++j )
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{
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@@ -204,9 +211,16 @@ void ScreenNetEvaluation::UpdateStats()
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m_textPlayerOptions[m_pActivePlayer].SetText( NSMAN->m_EvalPlayerData[m_iCurrentPlayer].playerOptions );
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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Difficulty dc = NSMAN->m_EvalPlayerData[m_iCurrentPlayer].difficulty;
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Steps *pSteps = SongUtil::GetOneSteps( GAMESTATE->m_pCurSong, st, dc );
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// broadcast a message so themes know that the active player has changed. -aj
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Message msg("UpdateNetEvalStats");
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msg.SetParam( "ActivePlayerIndex", m_pActivePlayer );
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msg.SetParam( "Difficulty", NSMAN->m_EvalPlayerData[m_iCurrentPlayer].difficulty );
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if( pSteps )
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msg.SetParam( "Steps", pSteps );
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MESSAGEMAN->Broadcast(msg);
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}
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