load in Init()
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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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