use Init()
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@@ -88,18 +88,6 @@ float GetClosestCharYPos( float fFakeBeat )
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REGISTER_SCREEN_CLASS( ScreenNameEntry );
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REGISTER_SCREEN_CLASS( ScreenNameEntry );
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ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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{
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{
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// update cache
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g_fCharsZoomSmall = CHARS_ZOOM_SMALL;
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g_fCharsZoomLarge = CHARS_ZOOM_LARGE;
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g_fCharsSpacingY = CHARS_SPACING_Y;
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g_fReceptorArrowsY = GRAY_ARROWS_Y;
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g_iNumCharsToDrawBehind = NUM_CHARS_TO_DRAW_BEHIND;
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g_iNumCharsToDrawTotal = NUM_CHARS_TO_DRAW_TOTAL;
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g_fFakeBeatsPerSec = FAKE_BEATS_PER_SEC;
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// DEBUGGING STUFF
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// DEBUGGING STUFF
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// GAMESTATE->m_CurGame = GAME_DANCE;
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// GAMESTATE->m_CurGame = GAME_DANCE;
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// GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE;
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// GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE;
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@@ -108,7 +96,20 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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// GAMESTATE->m_RankingCategory[PLAYER_1] = RANKING_A;
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// GAMESTATE->m_RankingCategory[PLAYER_1] = RANKING_A;
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// GAMESTATE->m_iRankingIndex[PLAYER_1] = 0;
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// GAMESTATE->m_iRankingIndex[PLAYER_1] = 0;
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}
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void ScreenNameEntry::Init()
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{
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Screen::Init();
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// update cache
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g_fCharsZoomSmall = CHARS_ZOOM_SMALL;
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g_fCharsZoomLarge = CHARS_ZOOM_LARGE;
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g_fCharsSpacingY = CHARS_SPACING_Y;
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g_fReceptorArrowsY = GRAY_ARROWS_Y;
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g_iNumCharsToDrawBehind = NUM_CHARS_TO_DRAW_BEHIND;
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g_iNumCharsToDrawTotal = NUM_CHARS_TO_DRAW_TOTAL;
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g_fFakeBeatsPerSec = FAKE_BEATS_PER_SEC;
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/* Save options. We'll reset them to display letters, and we must put them
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/* Save options. We'll reset them to display letters, and we must put them
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* back when we're done. */
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* back when we're done. */
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@@ -14,6 +14,7 @@ class ScreenNameEntry : public Screen
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{
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{
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public:
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public:
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ScreenNameEntry( CString sName );
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ScreenNameEntry( CString sName );
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void Init();
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virtual ~ScreenNameEntry();
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virtual ~ScreenNameEntry();
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virtual void Update( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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