Added command 10, and added tweening for ScreneNetEvaluation.
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@@ -11,6 +11,7 @@ NetworkSyncManager::~NetworkSyncManager () { }
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void NetworkSyncManager::CloseConnection() { }
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void NetworkSyncManager::PostStartUp( CString ServerIP ) { }
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bool NetworkSyncManager::Connect(const CString& addy, unsigned short port) { return false; }
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void NetworkSyncManager::ReportNSSOnOff(int i) { }
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void NetworkSyncManager::ReportTiming(float offset, int PlayerNumber) { }
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void NetworkSyncManager::ReportScore(int playerID, int step, int score, int combo) { }
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void NetworkSyncManager::ReportSongOver() { }
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@@ -35,6 +36,7 @@ void NetworkSyncManager::SelectUserSong() { }
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#include "PrefsManager.h"
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#include "ProductInfo.h"
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#include "ScreenMessage.h"
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#include "GameManager.h"
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#include "arch/LoadingWindow/LoadingWindow.h"
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const ScreenMessage SM_AddToChat = ScreenMessage(SM_User+4);
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@@ -242,6 +244,12 @@ bool NetworkSyncManager::Listen(unsigned short port)
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return useSMserver;
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}
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void NetworkSyncManager::ReportNSSOnOff(int i)
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{
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m_packet.ClearPacket();
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m_packet.Write1( 10 );
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m_packet.Write1( i );
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}
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void NetworkSyncManager::ReportTiming(float offset, int PlayerNumber)
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{
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@@ -618,6 +626,18 @@ void NetworkSyncManager::ProcessInput()
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}
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}
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break;
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case 10:
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{
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CString StyleName, GameName;
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GameName = m_packet.ReadNT();
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StyleName = m_packet.ReadNT();
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GAMESTATE->m_pCurGame = GAMEMAN->StringToGameType( GameName );
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GAMESTATE->m_pCurStyle = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_pCurGame, StyleName );
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SCREENMAN->SetNewScreen( "ScreenNetSelectMusic" ); //Should this be metric'd out?
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}
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break;
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}
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m_packet.ClearPacket();
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}
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@@ -65,6 +65,7 @@ public:
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void ReportScore(int playerID, int step, int score, int combo);
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void ReportSongOver(); //Report to server that song is over
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void ReportStyle(); //Report to server the style, players, and names
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void ReportNSSOnOff(int i); //Report song selection screen on/off
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void StartRequest(short position); //Request a start. Block until granted.
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bool Connect(const CString& addy, unsigned short port); // Connect to SM Server
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@@ -19,6 +19,7 @@ ScreenNetEvaluation::ScreenNetEvaluation (const CString & sClassName) : ScreenEv
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{
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m_bHasStats = false;
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m_pActivePlayer = PLAYER_1;
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m_iCurrentPlayer = 0;
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FOREACH_PlayerNumber (pn)
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if ( GAMESTATE->IsPlayerEnabled( pn ) )
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@@ -60,6 +61,7 @@ ScreenNetEvaluation::ScreenNetEvaluation (const CString & sClassName) : ScreenEv
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cx+=USERDX;
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cy+=USERDY;
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}
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NSMAN->ReportNSSOnOff( 1 );
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}
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void ScreenNetEvaluation::MenuLeft( PlayerNumber pn, const InputEventType type )
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@@ -100,18 +102,25 @@ void ScreenNetEvaluation::HandleScreenMessage( const ScreenMessage SM )
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m_bHasStats = true;
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for( int i=0; i<m_iActivePlayers; i++ )
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{
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if (NSMAN->m_PlayerNames[NSMAN->m_ActivePlayer[i]] == GAMESTATE->GetPlayerDisplayName(m_pActivePlayer) )
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m_iCurrentPlayer = i;
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m_textUsers[i].SetText( NSMAN->m_PlayerNames[NSMAN->m_EvalPlayerData[i].name] );
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ON_COMMAND( m_textUsers[i] );
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}
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COMMAND( m_textUsers[m_iCurrentPlayer], "Sel" );
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return; //no need to let ScreenEvaluation get ahold of this.
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case SM_GoToNextScreen:
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NSMAN->ReportNSSOnOff( 0 );
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break;
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}
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ScreenEvaluation::HandleScreenMessage( SM );
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}
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void ScreenNetEvaluation::TweenOffScreen( )
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{
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for( int i=0; i<m_iActivePlayers; i++ )
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OFF_COMMAND( m_textUsers[i] );
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OFF_COMMAND( m_rectUsersBG );
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ScreenEvaluation::TweenOffScreen();
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}
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void ScreenNetEvaluation::UpdateStats()
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{
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m_Grades[m_pActivePlayer].SetGrade( (PlayerNumber)m_pActivePlayer, (Grade)NSMAN->m_EvalPlayerData[m_iCurrentPlayer].grade );
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@@ -16,6 +16,7 @@ protected:
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virtual void MenuRight( PlayerNumber pn, const InputEventType type );
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virtual void MenuDown( PlayerNumber pn, const InputEventType type );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void TweenOffScreen( );
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void UpdateStats( );
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private:
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