do DeadPlayer with Lua/XML
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@@ -121,8 +121,6 @@ protected:
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AutoActor m_DangerPlayer[NUM_PLAYERS];
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AutoActor m_DangerPlayer[NUM_PLAYERS];
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AutoActor m_DangerAll;
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AutoActor m_DangerAll;
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AutoActor m_DeadPlayer[NUM_PLAYERS];
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// cover up the edge of animations that might hang outside of the background rectangle
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// cover up the edge of animations that might hang outside of the background rectangle
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Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
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Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
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@@ -200,8 +198,6 @@ void BackgroundImpl::Init()
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m_DangerAll.Load( THEME->GetPathB("ScreenGameplay","danger all") );
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m_DangerAll.Load( THEME->GetPathB("ScreenGameplay","danger all") );
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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m_DangerPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
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m_DangerPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
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FOREACH_PlayerNumber( p )
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m_DeadPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("dead p%d",p+1)) );
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bool bOneOrMoreChars = false;
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bool bOneOrMoreChars = false;
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bool bShowingBeginnerHelper = false;
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bool bShowingBeginnerHelper = false;
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@@ -689,12 +685,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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m_DangerPlayer[p]->SetZoomY( fYZoom );
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m_DangerPlayer[p]->SetZoomY( fYZoom );
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m_DangerPlayer[p]->FinishTweening();
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m_DangerPlayer[p]->FinishTweening();
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m_DangerPlayer[p]->PlayCommand( "On" );
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m_DangerPlayer[p]->PlayCommand( "On" );
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m_DeadPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
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m_DeadPlayer[p]->SetZoomX( fXZoom );
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m_DeadPlayer[p]->SetZoomY( fYZoom );
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m_DeadPlayer[p]->FinishTweening();
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m_DeadPlayer[p]->PlayCommand( "On" );
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}
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}
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TEXTUREMAN->EnableOddDimensionWarning();
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TEXTUREMAN->EnableOddDimensionWarning();
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@@ -853,9 +843,6 @@ void BackgroundImpl::Update( float fDeltaTime )
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{
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{
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if( g_bShowDanger && GAMESTATE->m_pPlayerState[p]->m_HealthState == PlayerState::DANGER )
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if( g_bShowDanger && GAMESTATE->m_pPlayerState[p]->m_HealthState == PlayerState::DANGER )
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m_DangerPlayer[p]->Update( fDeltaTime );
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m_DangerPlayer[p]->Update( fDeltaTime );
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if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
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m_DeadPlayer[p]->Update( fDeltaTime );
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}
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}
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if( m_pDancingCharacters )
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if( m_pDancingCharacters )
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@@ -914,8 +901,6 @@ void BackgroundImpl::DrawPrimitives()
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{
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{
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if( g_bShowDanger && GAMESTATE->m_pPlayerState[p]->m_HealthState == PlayerState::DANGER )
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if( g_bShowDanger && GAMESTATE->m_pPlayerState[p]->m_HealthState == PlayerState::DANGER )
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m_DangerPlayer[p]->Draw();
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m_DangerPlayer[p]->Draw();
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if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
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m_DeadPlayer[p]->Draw();
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}
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}
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}
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}
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