load in Init()
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@@ -337,22 +337,22 @@ GetNextVisiblePlayerInfo( vector<PlayerInfo>::iterator iter, vector<PlayerInfo>
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ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName)
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{
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m_pPlayerScoreList = NULL;
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PLAYER_TYPE.Load( sName, "PlayerType" );
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GIVE_UP_TEXT.Load( sName, "GiveUpText" );
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GIVE_UP_ABORTED_TEXT.Load( sName, "GiveUpAbortedText" );
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MUSIC_FADE_OUT_SECONDS.Load( sName, "MusicFadeOutSeconds" );
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START_GIVES_UP.Load( sName, "StartGivesUp" );
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BACK_GIVES_UP.Load( sName, "BackGivesUp" );
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GIVING_UP_GOES_TO_PREV_SCREEN.Load( sName, "GivingUpGoesToPrevScreen" );
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GIVING_UP_GOES_TO_NEXT_SCREEN.Load( sName, "GivingUpGoesToNextScreen" );
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FAIL_AFTER_30_MISSES.Load( sName, "FailAfter30Misses" );
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USE_FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "UseForcedModifiersInBeginner" );
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FORCED_MODIFIERS_IN_BEGINNER.Load( sName, "ForcedModifiersInBeginner" );
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}
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void ScreenGameplay::Init()
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{
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PLAYER_TYPE.Load( m_sName, "PlayerType" );
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GIVE_UP_TEXT.Load( m_sName, "GiveUpText" );
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GIVE_UP_ABORTED_TEXT.Load( m_sName, "GiveUpAbortedText" );
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MUSIC_FADE_OUT_SECONDS.Load( m_sName, "MusicFadeOutSeconds" );
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START_GIVES_UP.Load( m_sName, "StartGivesUp" );
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BACK_GIVES_UP.Load( m_sName, "BackGivesUp" );
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GIVING_UP_GOES_TO_PREV_SCREEN.Load( m_sName, "GivingUpGoesToPrevScreen" );
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GIVING_UP_GOES_TO_NEXT_SCREEN.Load( m_sName, "GivingUpGoesToNextScreen" );
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FAIL_AFTER_30_MISSES.Load( m_sName, "FailAfter30Misses" );
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USE_FORCED_MODIFIERS_IN_BEGINNER.Load( m_sName, "UseForcedModifiersInBeginner" );
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FORCED_MODIFIERS_IN_BEGINNER.Load( m_sName, "ForcedModifiersInBeginner" );
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this->FillPlayerInfo( m_vPlayerInfo );
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ASSERT_M( !m_vPlayerInfo.empty(), "m_vPlayerInfo must be filled by FillPlayerInfo" );
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@@ -51,24 +51,8 @@ static bool g_bSampleMusicWaiting = false;
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static RageTimer g_StartedLoadingAt(RageZeroTimer);
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REGISTER_SCREEN_CLASS( ScreenSelectMusic );
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ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuElements( sClassName ),
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BANNER_WIDTH( m_sName, "BannerWidth" ),
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BANNER_HEIGHT( m_sName, "BannerHeight" ),
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SAMPLE_MUSIC_DELAY( m_sName, "SampleMusicDelay" ),
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SHOW_RADAR( m_sName, "ShowRadar" ),
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SHOW_PANES( m_sName, "ShowPanes" ),
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SHOW_DIFFICULTY_LIST( m_sName, "ShowDifficultyList" ),
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SHOW_COURSE_CONTENTS( m_sName, "ShowCourseContents" ),
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DO_ROULETTE_ON_MENU_TIMER( m_sName, "DoRouletteOnMenuTimer" ),
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ALIGN_MUSIC_BEATS( m_sName, "AlignMusicBeat" ),
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CODES( m_sName, "Codes" ),
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MUSIC_WHEEL_TYPE( m_sName, "MusicWheelType" ),
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OPTIONS_MENU_AVAILABLE( m_sName, "OptionsMenuAvailable" ),
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SELECT_MENU_AVAILABLE( m_sName, "SelectMenuAvailable" ),
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MODE_MENU_AVAILABLE( m_sName, "ModeMenuAvailable" )
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ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuElements( sClassName )
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{
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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if( PREFSMAN->m_bScreenTestMode )
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{
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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@@ -76,15 +60,32 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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}
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/* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
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* Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex. */
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GAMESTATE->FinishStage();
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}
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void ScreenSelectMusic::Init()
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{
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BANNER_WIDTH.Load( m_sName, "BannerWidth" );
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BANNER_HEIGHT.Load( m_sName, "BannerHeight" );
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SAMPLE_MUSIC_DELAY.Load( m_sName, "SampleMusicDelay" );
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SHOW_RADAR.Load( m_sName, "ShowRadar" );
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SHOW_PANES.Load( m_sName, "ShowPanes" );
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SHOW_DIFFICULTY_LIST.Load( m_sName, "ShowDifficultyList" );
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SHOW_COURSE_CONTENTS.Load( m_sName, "ShowCourseContents" );
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DO_ROULETTE_ON_MENU_TIMER.Load( m_sName, "DoRouletteOnMenuTimer" );
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ALIGN_MUSIC_BEATS.Load( m_sName, "AlignMusicBeat" );
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CODES.Load( m_sName, "Codes" );
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MUSIC_WHEEL_TYPE.Load( m_sName, "MusicWheelType" );
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OPTIONS_MENU_AVAILABLE.Load( m_sName, "OptionsMenuAvailable" );
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SELECT_MENU_AVAILABLE.Load( m_sName, "SelectMenuAvailable" );
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MODE_MENU_AVAILABLE.Load( m_sName, "ModeMenuAvailable" );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_MENU );
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/* Finish any previous stage. It's OK to call this when we havn't played a stage yet.
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* Do this before anything that might look at GAMESTATE->m_iCurrentStageIndex. */
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GAMESTATE->FinishStage();
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m_bSelectIsDown = false; // used by UpdateSelectButton
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ScreenWithMenuElements::Init();
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@@ -8,15 +8,16 @@ AutoScreenMessage( SM_PrepScreen )
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REGISTER_SCREEN_CLASS( ScreenSplash );
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ScreenSplash::ScreenSplash( CString sClassName ) : ScreenWithMenuElements( sClassName ),
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ALLOW_START_TO_SKIP (m_sName,"AllowStartToSkip"),
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MINIMUM_LOAD_DELAY_SECONDS (m_sName,"MinimumLoadDelaySeconds"),
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PREPARE_SCREEN (m_sName,"PrepareScreen")
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ScreenSplash::ScreenSplash( CString sClassName ) : ScreenWithMenuElements( sClassName )
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{
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}
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void ScreenSplash::Init()
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{
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ALLOW_START_TO_SKIP.Load( m_sName, "AllowStartToSkip" );
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MINIMUM_LOAD_DELAY_SECONDS.Load( m_sName, "MinimumLoadDelaySeconds" );
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PREPARE_SCREEN.Load( m_sName, "PrepareScreen" );
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ScreenWithMenuElements::Init();
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/* Prep the new screen once m_sprOverlay is complete. */
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@@ -21,20 +21,6 @@ ScreenSystemLayer::ScreenSystemLayer( const CString &sName ) : Screen(sName)
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SubscribeToMessage( "SystemMessage" );
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SubscribeToMessage( "SystemMessageNoAnimate" );
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SubscribeToMessage( "HideSystemMessage" );
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CREDITS_PRESS_START .Load(m_sName,"CreditsPressStart");
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CREDITS_INSERT_CARD .Load(m_sName,"CreditsInsertCard");
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CREDITS_CARD_TOO_LATE .Load(m_sName,"CreditsCardTooLate");
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CREDITS_CARD_NO_NAME .Load(m_sName,"CreditsCardNoName");
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CREDITS_CARD_READY .Load(m_sName,"CreditsCardReady");
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CREDITS_CARD_CHECKING .Load(m_sName,"CreditsCardChecking");
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CREDITS_CARD_REMOVED .Load(m_sName,"CreditsCardRemoved");
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CREDITS_FREE_PLAY .Load(m_sName,"CreditsFreePlay");
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CREDITS_CREDITS .Load(m_sName,"CreditsCredits");
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CREDITS_NOT_PRESENT .Load(m_sName,"CreditsNotPresent");
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CREDITS_LOAD_FAILED .Load(m_sName,"CreditsLoadFailed");
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CREDITS_LOADED_FROM_LAST_GOOD_APPEND.Load(m_sName,"CreditsLoadedFromLastGoodAppend");
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CREDITS_JOIN_ONLY .Load( m_sName, "CreditsJoinOnly" );
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}
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ScreenSystemLayer::~ScreenSystemLayer()
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@@ -43,6 +29,20 @@ ScreenSystemLayer::~ScreenSystemLayer()
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void ScreenSystemLayer::Init()
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{
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CREDITS_PRESS_START .Load(m_sName,"CreditsPressStart");
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CREDITS_INSERT_CARD .Load(m_sName,"CreditsInsertCard");
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CREDITS_CARD_TOO_LATE .Load(m_sName,"CreditsCardTooLate");
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CREDITS_CARD_NO_NAME .Load(m_sName,"CreditsCardNoName");
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CREDITS_CARD_READY .Load(m_sName,"CreditsCardReady");
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CREDITS_CARD_CHECKING .Load(m_sName,"CreditsCardChecking");
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CREDITS_CARD_REMOVED .Load(m_sName,"CreditsCardRemoved");
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CREDITS_FREE_PLAY .Load(m_sName,"CreditsFreePlay");
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CREDITS_CREDITS .Load(m_sName,"CreditsCredits");
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CREDITS_NOT_PRESENT .Load(m_sName,"CreditsNotPresent");
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CREDITS_LOAD_FAILED .Load(m_sName,"CreditsLoadFailed");
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CREDITS_LOADED_FROM_LAST_GOOD_APPEND.Load(m_sName,"CreditsLoadedFromLastGoodAppend");
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CREDITS_JOIN_ONLY .Load( m_sName, "CreditsJoinOnly" );
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Screen::Init();
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this->AddChild(&m_textMessage);
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