Various bug fixes. See changelog.
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@@ -18,12 +18,13 @@
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#include "ScreenTitleMenu.h"
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#include "ScreenCaution.h"
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#include "GameConstantsAndTypes.h"
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#include "ThemeManager.h"
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#include "PrefsManager.h"
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#include "ScreenSelectDifficulty.h"
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#include "ScreenSandbox.h"
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#include "GameManager.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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const float ICONS_START_X = SCREEN_LEFT + 60;
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@@ -50,13 +51,13 @@ ScreenSelectStyle::ScreenSelectStyle()
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// Reset the current style and game
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GAMEMAN->m_CurStyle = STYLE_NONE;
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GAMESTATE->m_CurStyle = STYLE_NONE;
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for( int s=0; s<NUM_STYLES; s++ )
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{
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Style style = (Style)s;
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if( StyleToGame(style) == GAMEMAN->m_CurGame ) // games match
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if( StyleToGame(style) == GAMESTATE->GetCurGame() ) // games match
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m_aPossibleStyles.Add( style );
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}
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@@ -69,18 +70,18 @@ ScreenSelectStyle::ScreenSelectStyle()
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m_sprIcon[i].StopAnimating();
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m_sprIcon[i].SetState( style );
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m_sprIcon[i].SetXY( ICONS_START_X + ICONS_SPACING_X*i, ICON_Y );
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this->AddActor( &m_sprIcon[i] );
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this->AddSubActor( &m_sprIcon[i] );
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}
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m_sprExplanation.Load( THEME->GetPathTo(GRAPHIC_SELECT_STYLE_EXPLANATION) );
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m_sprExplanation.SetXY( EXPLANATION_X, EXPLANATION_Y );
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this->AddActor( &m_sprExplanation );
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this->AddSubActor( &m_sprExplanation );
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m_sprPreview.SetXY( PREVIEW_X, PREVIEW_Y );
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this->AddActor( &m_sprPreview );
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this->AddSubActor( &m_sprPreview );
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m_sprInfo.SetXY( INFO_X, INFO_Y );
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this->AddActor( &m_sprInfo );
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this->AddSubActor( &m_sprInfo );
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// Load dummy Sprites
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@@ -102,7 +103,7 @@ ScreenSelectStyle::ScreenSelectStyle()
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ssprintf("Use %c %c to select, then press START", char(1), char(2) ),
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false, true, 40
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);
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this->AddActor( &m_Menu );
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this->AddSubActor( &m_Menu );
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m_soundChange.Load( THEME->GetPathTo(SOUND_SELECT_STYLE_CHANGE) );
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m_soundSelect.Load( THEME->GetPathTo(SOUND_MENU_START) );
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@@ -232,11 +233,11 @@ void ScreenSelectStyle::MenuRight( const PlayerNumber p )
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void ScreenSelectStyle::MenuStart( const PlayerNumber p )
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{
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if( p != PLAYER_INVALID )
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GAMEMAN->m_sMasterPlayerNumber = p;
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GAMEMAN->m_CurStyle = GetSelectedStyle();
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GAMESTATE->m_MasterPlayerNumber = p;
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GAMESTATE->m_CurStyle = GetSelectedStyle();
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AnnouncerElement ae;
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switch( GAMEMAN->m_CurStyle )
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switch( GAMESTATE->m_CurStyle )
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{
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case STYLE_DANCE_SINGLE: ae = ANNOUNCER_SELECT_STYLE_COMMENT_SINGLE; break;
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case STYLE_DANCE_VERSUS: ae = ANNOUNCER_SELECT_STYLE_COMMENT_VERSUS; break;
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