fixing broken Ez2 code - part I ( reaches game screen now )
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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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