fixing broken Ez2 code - part I ( reaches game screen now )
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@@ -90,7 +90,11 @@ void Actor::Draw() // set the world matrix and calculate actor properties, the
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* 2.0f * D3DX_PI );
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break;
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case spinning:
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ASSERT( false ); // ugh. What was here before!
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//ASSERT( false );
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// ugh. What was here before!
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// BBF update: This was here before (till revision 1.16):
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// nothing special needed
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break;
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case vibrating:
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m_temp_pos.x += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
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@@ -61,7 +61,7 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
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LOG->WriteLine( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
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ez2_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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ez2_lasttimercheck[1] = 0.0f;
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m_iSelectedStyle=0;
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m_iSelectedStyle=3; // by bbf: frieza, was this supposed to be 3 ?
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GAMESTATE->m_CurStyle = STYLE_NONE;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_INVALID;
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@@ -284,7 +284,7 @@ presses the button bound to start
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void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
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{
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//disallow multiple presses of the menu start.
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if (m_iSelectedStyle == 0 && p == PLAYER_1 || m_iSelectedStyle == 1 && p == PLAYER_2)
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if ( (m_iSelectedStyle == 0 && p == PLAYER_1) || (m_iSelectedStyle == 1 && p == PLAYER_2))
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{
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return;
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}
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@@ -167,14 +167,16 @@ ScreenGameplay::ScreenGameplay()
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m_pLifeMeter[p]->Load( (PlayerNumber)p );
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m_pLifeMeter[p]->SetXY( LIFE_LOCAL_X[p], LIFE_LOCAL_Y[p] );
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m_frameTop.AddSubActor( m_pLifeMeter[p] );
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if( GAMESTATE->m_CurGame == GAME_EZ2 )
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{
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{
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m_pScoreDisplay[p] = new ScoreDisplayNormal;
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m_pScoreDisplay[p]->SetXY( SCORE_LOCALEZ2_X[p], SCORE_LOCALEZ2_Y[p] );
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m_pScoreDisplay[p]->SetZoom( 0.5f );
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m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
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m_frameTop.AddSubActor( m_pScoreDisplay[p] );
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}
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}
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// TopFrame goes above LifeMeter
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@@ -224,29 +226,33 @@ ScreenGameplay::ScreenGameplay()
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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switch( GAMESTATE->m_PlayMode )
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if( GAMESTATE->m_CurGame != GAME_EZ2 )
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{
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case PLAY_MODE_ARCADE:
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m_pScoreDisplay[p] = new ScoreDisplayNormal;
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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m_pScoreDisplay[p] = new ScoreDisplayOni;
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break;
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default:
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ASSERT(0);
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}
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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m_pScoreDisplay[p] = new ScoreDisplayNormal;
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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m_pScoreDisplay[p] = new ScoreDisplayOni;
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break;
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default:
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ASSERT(0);
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}
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m_pScoreDisplay[p]->Init( (PlayerNumber)p );
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m_pScoreDisplay[p]->SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );
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m_pScoreDisplay[p]->SetZoom( 0.8f );
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m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
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m_frameBottom.AddSubActor( m_pScoreDisplay[p] );
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m_pScoreDisplay[p]->Init( (PlayerNumber)p );
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m_pScoreDisplay[p]->SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );
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m_pScoreDisplay[p]->SetZoom( 0.8f );
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m_pScoreDisplay[p]->SetDiffuseColor( PlayerToColor(p) );
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m_frameBottom.AddSubActor( m_pScoreDisplay[p] );
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}
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m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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if( GAMESTATE->m_CurGame != GAME_EZ2 )
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{
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m_pScoreDisplay[p]->SetXY( SCORE_LOCAL_X[p], SCORE_LOCAL_Y[p] );
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