Various bug fixes. See changelog.
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@@ -14,13 +14,14 @@
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#include "ScreenMusicScroll.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "ThemeManager.h"
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#include "PrefsManager.h"
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#include "ScreenSelectMusic.h"
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#include "ScreenTitleMenu.h"
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#include "GameManager.h"
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#include "RageLog.h"
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#include "GameConstantsAndTypes.h"
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#include "SongManager.h"
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#include "GameState.h"
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const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
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@@ -60,8 +61,9 @@ const CString CREDIT_LINES[] =
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"",
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"PROGRAMMING:",
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"Chris Danford",
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"Ben Nordstrom",
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"Lord Frieza (Andrew Livy)",
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"Dro Kulix",
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"Ben Nordstrom",
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"Parasyte (Chris Gomez)",
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"angedelamort (Sauleil Lamarre)",
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"Edwin Evans",
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@@ -112,8 +114,7 @@ const CString CREDIT_LINES[] =
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"",
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"",
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"",
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"If your name is missing from this list,",
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" send me an e-mail!",
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"Please, join the StepMania team and help us out!"
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" -Chris"
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};
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const int NUM_CREDIT_LINES = sizeof(CREDIT_LINES) / sizeof(CString);
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@@ -125,12 +126,9 @@ ScreenMusicScroll::ScreenMusicScroll()
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int i;
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// BUGFIX by ANDY: Stage will now reset back to 0 when game ends.
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PREFSMAN->m_iCurrentStageIndex = 0;
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m_sprBackground.Load( THEME->GetPathTo(GRAPHIC_MUSIC_SCROLL_BACKGROUND) );
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m_sprBackground.StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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this->AddActor( &m_sprBackground );
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this->AddSubActor( &m_sprBackground );
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CArray<Song*, Song*> arraySongs;
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@@ -153,7 +151,7 @@ ScreenMusicScroll::ScreenMusicScroll()
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{
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m_textLines[m_iNumLines].Load( THEME->GetPathTo(FONT_NORMAL) );
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m_textLines[m_iNumLines].SetText( CREDIT_LINES[i] );
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// this->AddActor( &m_textLines[m_iNumLines] );
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// this->AddSubActor( &m_textLines[m_iNumLines] );
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m_iNumLines++;
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}
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@@ -169,9 +167,9 @@ ScreenMusicScroll::ScreenMusicScroll()
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this->SendScreenMessage( SM_StartFadingOut, 0.3f * i + 3.0f );
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this->AddActor( &m_Fade );
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this->AddSubActor( &m_Fade );
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if ( GAMEMAN->m_CurGame != GAME_EZ2 )
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if ( GAMESTATE->GetCurGame() != GAME_EZ2 )
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{
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m_soundMusic.Load( THEME->GetPathTo(SOUND_MUSIC_SCROLL_MUSIC) );
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}
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@@ -181,7 +179,7 @@ ScreenMusicScroll::ScreenMusicScroll()
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}
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m_Fade.OpenWipingRight();
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if ( GAMEMAN->m_CurGame != GAME_EZ2 )
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if ( GAMESTATE->GetCurGame() != GAME_EZ2 )
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{
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m_soundMusic.Play( true );
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}
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