add DifficultyMeter to ScreenGameplay, ScreenEval
add PlayerName to ScreenEval
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@@ -613,15 +613,16 @@ void ScreenGameplay::Init()
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FOREACH_PlayerNumber(p)
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FOREACH_EnabledPlayer(p)
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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m_DifficultyIcon[p].Load( THEME->GetPathToG(ssprintf("ScreenGameplay difficulty icons 2x%d",NUM_DIFFICULTIES)) );
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/* Position it in LoadNextSong. */
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this->AddChild( &m_DifficultyIcon[p] );
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m_DifficultyMeter[p].SetName( ssprintf("ScreenGameplay DifficultyMeterP%d",p+1) );
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m_DifficultyMeter[p].Load();
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/* Position it in LoadNextSong. */
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this->AddChild( &m_DifficultyMeter[p] );
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}
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@@ -912,7 +913,8 @@ void ScreenGameplay::LoadNextSong()
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PREFSMAN->m_iProgressiveNonstopLifebar);
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}
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m_DifficultyIcon[p].SetFromSteps( PlayerNumber(p), GAMESTATE->m_pCurSteps[p] );
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m_DifficultyIcon[p].SetFromSteps( p, GAMESTATE->m_pCurSteps[p] );
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m_DifficultyMeter[p].SetFromSteps( GAMESTATE->m_pCurSteps[p] );
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/* The actual note data for scoring is the base class of Player. This includes
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* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
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@@ -964,11 +966,11 @@ void ScreenGameplay::LoadNextSong()
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{
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FOREACH_EnabledPlayer( p )
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{
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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m_DifficultyIcon[p].SetName( ssprintf("DifficultyP%d%s%s",p+1,bExtra?"Extra":"",bReverse[p]?"Reverse":"") );
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SET_XY( m_DifficultyIcon[p] );
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m_DifficultyMeter[p].SetName( ssprintf("DifficultyMeterP%d%s%s",p+1,bExtra?"Extra":"",bReverse[p]?"Reverse":"") );
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SET_XY( m_DifficultyMeter[p] );
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}
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}
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@@ -2317,6 +2319,7 @@ void ScreenGameplay::TweenOnScreen()
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ON_COMMAND( m_textPlayerOptions[p] );
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ON_COMMAND( m_ActiveAttackList[p] );
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ON_COMMAND( m_DifficultyIcon[p] );
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ON_COMMAND( m_DifficultyMeter[p] );
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}
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m_Overlay.PlayCommand("On");
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}
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@@ -2350,6 +2353,7 @@ void ScreenGameplay::TweenOffScreen()
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OFF_COMMAND( m_textPlayerOptions[p] );
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OFF_COMMAND( m_ActiveAttackList[p] );
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OFF_COMMAND( m_DifficultyIcon[p] );
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OFF_COMMAND( m_DifficultyMeter[p] );
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}
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m_Overlay.PlayCommand("Off");
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