Add win/lose BGAnimations
Clean up Attack data structures
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@@ -49,18 +49,19 @@ void ScoreDisplayBattle::Update( float fDelta )
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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CString sNewItem = GAMESTATE->m_sInventory[m_PlayerNumber][s];
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GameState::Attack attack = GAMESTATE->m_Inventory[m_PlayerNumber][s];
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CString sNewModifier = attack.sModifier;
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if( sNewItem != m_iLastSeenInventory[s] )
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if( sNewModifier != m_iLastSeenInventory[s] )
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{
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m_iLastSeenInventory[s] = sNewItem;
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m_iLastSeenInventory[s] = sNewModifier;
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if( sNewItem == "" )
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if( sNewModifier == "" )
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m_ItemIcon[s].Command( "linear,0.25;zoom,0" );
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else
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{
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// TODO: Cache all of the icon graphics so we don't load them dynamically from disk.
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m_ItemIcon[s].Load( THEME->GetPathToG("ScoreDisplayBattle icon "+sNewItem) );
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m_ItemIcon[s].Load( THEME->GetPathToG("ScoreDisplayBattle icon "+sNewModifier) );
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m_ItemIcon[s].StopTweening();
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m_ItemIcon[s].Command( "diffuse,1,1,1,1;zoom,1;"
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"sleep,0.1;linear,0;diffusealpha,0;"
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