use TimerSeconds to move between attract screens
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@@ -3151,7 +3151,7 @@ FooterOnCommand=hidden,0
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FooterOffCommand=
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FooterOffCommand=
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StyleIcon=0
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StyleIcon=0
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MemoryCardIcons=0
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MemoryCardIcons=0
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TimerSeconds=5
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TimerSeconds=6
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TimerStealth=1
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TimerStealth=1
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ForceTimer=1
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ForceTimer=1
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TimerX=
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TimerX=
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@@ -3298,6 +3298,7 @@ DancePointsZoom=2
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[ScreenRanking]
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[ScreenRanking]
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Class=ScreenRanking
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Class=ScreenRanking
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Fallback=ScreenAttract
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Fallback=ScreenAttract
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TimerSeconds=-1
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StepsTypesToHide=dance-couple,dance-solo,pump-halfdouble
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StepsTypesToHide=dance-couple,dance-solo,pump-halfdouble
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ShowCategories=1
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ShowCategories=1
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CoursesToShow=Courses/DDRMAX/NaokiStandard.crs,Courses/DDRMAX/ParanoiaBrothers.crs,Courses/Samples/PlayersBest1-4.crs
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CoursesToShow=Courses/DDRMAX/NaokiStandard.crs,Courses/DDRMAX/ParanoiaBrothers.crs,Courses/Samples/PlayersBest1-4.crs
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@@ -3305,7 +3306,7 @@ ShowAllStepsScores=0
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ShowAllCourseScores=0
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ShowAllCourseScores=0
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DifficultiesToShow=easy,medium,hard,challenge
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DifficultiesToShow=easy,medium,hard,challenge
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NextScreen=ScreenUnlock
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NextScreen=ScreenUnlock
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SecondsPerPage=10
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SecondsPerPage=5
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PageFadeSeconds=1.0
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PageFadeSeconds=1.0
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NoScoreName=STEP
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NoScoreName=STEP
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RowSpacingX=0
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RowSpacingX=0
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@@ -3439,6 +3440,7 @@ NextScreen=ScreenHowToPlay
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[ScreenHowToPlay]
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[ScreenHowToPlay]
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Class=ScreenHowToPlay
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Class=ScreenHowToPlay
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Fallback=ScreenAttract
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Fallback=ScreenAttract
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TimerSeconds=25
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NextScreen=ScreenDemonstration
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NextScreen=ScreenDemonstration
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SecondsToShow=25
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SecondsToShow=25
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UseLifeMeterBar=1
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UseLifeMeterBar=1
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@@ -112,21 +112,6 @@ void ScreenAttract::Update( float fDelta )
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{
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{
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if( IsFirstUpdate() )
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if( IsFirstUpdate() )
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{
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{
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// The shared background isn't loaded until the screen is actually
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// showing. The background is loaded by the time of the first update.
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if( AutoBeginFadingOut() )
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{
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const Actor &background = *SCREENMAN->m_pSharedBGA;
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float fTimeUntilBeginFadingOut = background.GetTweenTimeLeft() - m_Out.GetTweenTimeLeft();
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if( fTimeUntilBeginFadingOut < 0 )
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{
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LOG->Warn( "Screen '%s' Out BGAnimation (%f seconds) is longer than Background BGAnimation (%f seconds); background BGA will be truncated",
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m_sName.c_str(), m_Out.GetTweenTimeLeft(), background.GetTweenTimeLeft() );
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fTimeUntilBeginFadingOut = 0;
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}
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this->PostScreenMessage( SM_BeginFadingOut, fTimeUntilBeginFadingOut );
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}
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if( GAMESTATE->IsTimeToPlayAttractSounds() )
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if( GAMESTATE->IsTimeToPlayAttractSounds() )
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SOUND->PlayMusic( THEME->GetPathS(m_sName,"music") );
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SOUND->PlayMusic( THEME->GetPathS(m_sName,"music") );
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else
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else
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@@ -139,6 +124,7 @@ void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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{
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{
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switch( SM )
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switch( SM )
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{
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{
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case SM_MenuTimer:
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case SM_BeginFadingOut:
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case SM_BeginFadingOut:
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if( !m_Out.IsTransitioning() )
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if( !m_Out.IsTransitioning() )
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m_Out.StartTransitioning( SM_GoToNextScreen );
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m_Out.StartTransitioning( SM_GoToNextScreen );
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@@ -19,7 +19,6 @@ public:
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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protected:
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protected:
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virtual bool AutoBeginFadingOut() const { return true; }
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};
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};
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@@ -36,8 +36,6 @@ public:
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void HandleScreenMessage( const ScreenMessage SM );
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void HandleScreenMessage( const ScreenMessage SM );
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protected:
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protected:
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virtual bool AutoBeginFadingOut() const { return false; }
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struct PageToShow
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struct PageToShow
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{
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{
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PageToShow()
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PageToShow()
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