Add win/lose BGAnimations
Clean up Attack data structures
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@@ -286,15 +286,20 @@ void Background::LoadFromSong( Song* pSong )
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const float fFirstBeat = pSong->m_fFirstBeat;
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const float fLastBeat = pSong->m_fLastBeat;
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const int iSequenceLength = 8;
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const int iSequence[iSequenceLength] = {0,1,0,1,2,3,2,3};
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int ctr=0;
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// change BG every 4 bars
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for( float f=fFirstBeat; f<fLastBeat; f+=BEATS_PER_MEASURE*4 )
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{
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if( bLoadedAnyRandomBackgrounds )
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{
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CString sBGName = RANDOM_BACKGROUND[ rand()%MAX_RANDOM_BACKGROUNDS ];
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CString sBGName = RANDOM_BACKGROUND[ ctr ];
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bool bFade = PREFSMAN->m_BackgroundMode==PrefsManager::BGMODE_RANDOMMOVIES ||
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PREFSMAN->m_BackgroundMode==PrefsManager::BGMODE_MOVIEVIS;
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m_aBGChanges.push_back( BackgroundChange(f,sBGName,1.f,bFade) );
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ctr = (ctr+1)%MAX_RANDOM_BACKGROUNDS;
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}
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}
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