CONFLICT RESOLUTION (view entire LOG message to see):
GAMEMANAGER. we did different fixes. I merged the best of both ;) EZ2DANCER columns now aligned correctly EZ2DANCER stage screen stylization now underway NOTE: This Release WILL NOT COMPILE. Some Members of RAGELOG and RAGESOUND have disappeared, and I don't know where to.
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@@ -204,7 +204,7 @@ ScreenGameplay::ScreenGameplay()
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m_textStageNumber.SetText( GAMESTATE->GetStageText() );
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m_textStageNumber.SetDiffuseColor( GAMESTATE->GetStageColor() );
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_textCourseSongNumber[p].Load( THEME->GetPathTo(FONT_HEADER2) );
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m_textCourseSongNumber[p].TurnShadowOff();
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@@ -231,7 +231,7 @@ ScreenGameplay::ScreenGameplay()
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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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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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m_frameTop.AddSubActor( &m_textCourseSongNumber[p] );
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break;
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@@ -294,9 +294,9 @@ ScreenGameplay::ScreenGameplay()
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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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// }
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m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
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// m_textPlayerOptions[p].Load( THEME->GetPathTo(FONT_NORMAL) );
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m_textPlayerOptions[p].TurnShadowOff();
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m_textPlayerOptions[p].SetXY( PLAYER_OPTIONS_LOCAL_X[p], PLAYER_OPTIONS_LOCAL_Y[p] );
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@@ -304,6 +304,7 @@ ScreenGameplay::ScreenGameplay()
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m_textPlayerOptions[p].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
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m_frameBottom.AddSubActor( &m_textPlayerOptions[p] );
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}
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}
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@@ -316,20 +317,38 @@ ScreenGameplay::ScreenGameplay()
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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continue;
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// CONFLICT RESOLUTION:
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// BY ANDY
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// <<<<<<< ScreenGameplay.cpp
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// =======
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// YOURS:
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/*
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float fDifficultyY = DIFFICULTY_Y[p];
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if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
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fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p] -10; // HACK: move difficulty banner up 10 if reverse
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m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
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this->AddSubActor( &m_DifficultyBanner[p] );
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*/
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//>>>>>>> 1.32 MINE
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/*
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if( GAMESTATE->m_CurGame != GAME_EZ2 )
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{
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{
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float fDifficultyY = DIFFICULTY_Y[p];
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if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
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fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p];
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m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
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this->AddSubActor( &m_DifficultyBanner[p] );
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}
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*/
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// HOW I THINK IT SHOULD BE FIXED:
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if( GAMESTATE->m_CurGame != GAME_EZ2 )
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{
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float fDifficultyY = DIFFICULTY_Y[p];
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if( GAMESTATE->m_PlayerOptions[p].m_bReverseScroll )
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fDifficultyY = SCREEN_HEIGHT - DIFFICULTY_Y[p] -10; // HACK: move difficulty banner up 10 if reverse
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m_DifficultyBanner[p].SetXY( DIFFICULTY_X[p], fDifficultyY );
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this->AddSubActor( &m_DifficultyBanner[p] );
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}
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}
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@@ -482,7 +501,7 @@ void ScreenGameplay::LoadNextSong( bool bFirstLoad )
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iPlaySongIndex = GAMESTATE->m_iSongsIntoCourse;
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GAMESTATE->m_pCurSong = apSongs[iPlaySongIndex];
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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GAMESTATE->m_pCurNotes[p] = apNotes[iPlaySongIndex];
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if( asModifiers[iPlaySongIndex] != "" ) // some modifiers specified
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@@ -967,7 +986,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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GAMESTATE->m_apSongsPlayed.Add( GAMESTATE->m_pCurSong );
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GAMESTATE->m_iSongsIntoCourse++;
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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if( !m_pLifeMeter[p]->FailedEarlier() )
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GAMESTATE->m_iSongsBeforeFail[p]++;
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