Add win/lose BGAnimations
Clean up Attack data structures
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@@ -32,7 +32,9 @@
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#include "PlayerAI.h"
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#define GRAY_ARROWS_Y THEME->GetMetricF("Player","GrayArrowsY")
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#define JUDGMENT_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "JudgmentXOffsetBothSides" : ssprintf("JudgmentXOffsetOneSideP%d",p+1))
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#define JUDGMENT_Y THEME->GetMetricF("Player","JudgmentY")
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#define COMBO_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? "ComboXOffsetBothSides" : ssprintf("ComboXOffsetOneSideP%d",p+1))
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#define COMBO_Y THEME->GetMetricF("Player","ComboY")
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#define HOLD_JUDGMENT_Y THEME->GetMetricF("Player","HoldJudgmentY")
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CachedThemeMetricI BRIGHT_GHOST_COMBO_THRESHOLD("Player","BrightGhostComboThreshold");
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@@ -137,7 +139,10 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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m_GhostArrowRow.Load( pn );
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bool bReverse = GAMESTATE->m_PlayerOptions[pn].m_fReverseScroll == 1;
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyleDef()->m_StyleType==StyleDef::ONE_PLAYER_TWO_CREDITS;
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m_Combo.SetX( COMBO_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_Combo.SetY( bReverse ? SCREEN_BOTTOM-COMBO_Y : SCREEN_TOP+COMBO_Y );
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m_Judgment.SetX( JUDGMENT_X(m_PlayerNumber,bPlayerUsingBothSides) );
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m_Judgment.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
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int c;
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