Lifebar colors for ez2dancer inplace
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@@ -80,7 +80,12 @@ void ScreenSelectGame::ExportOptions()
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case GAME_DANCE:
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GAMEMAN->m_CurStyle = STYLE_DANCE_SINGLE;
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GAMEMAN->m_CurGame = GAME_DANCE;
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ANNOUNCER->SwitchAnnouncer( "default" );
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ANNOUNCER->SwitchAnnouncer( "default" );
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// Does anyone wanna code something fancy that 'remembers' each
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// announcer preference per game type?, I think it would be better than
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// resetting the annoncer to a default each time?
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//
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// - Andy.
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break;
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case GAME_PUMP:
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GAMEMAN->m_CurStyle = STYLE_PUMP_SINGLE;
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@@ -99,7 +104,44 @@ void ScreenSelectGame::ExportOptions()
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CStringArray asGameNames;
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GAMEMAN->GetGameNames( asGameNames );
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CString sGameName = asGameNames[game];
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THEME->SwitchTheme( sGameName );
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THEME->SwitchTheme( sGameName );
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// THE NEXT FEW LINES OF CODE:
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// Figure out all the valid skin names for the game and....
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// Chooses the first one and loads it in
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// This is needed because otherwise ALL gametypes will be looking
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// for a MAX skin. Ez2dancer MAX? Pump It Up MAX? Not likely.
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// This was stolen from ScreenAppearance Options, if you can do a cleaner
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// version PLEASE DO!!!
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//
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// - Andy.
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CStringArray arraySkinNames;
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GAMEMAN->GetSkinNames( arraySkinNames );
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m_OptionLineData[0].iNumOptions = arraySkinNames.GetSize();
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for(int i=0; i<arraySkinNames.GetSize(); i++ )
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strcpy( m_OptionLineData[0].szOptionsText[i], arraySkinNames[i] );
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m_iSelectedOption[0][0] = -1;
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for( i=0; i<m_OptionLineData[0].iNumOptions; i++ )
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{
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if( stricmp(m_OptionLineData[0].szOptionsText[i], GAMEMAN->m_sCurrentSkin)==0 )
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{
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m_iSelectedOption[0][0] = i;
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break;
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}
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}
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if( m_iSelectedOption[0][0] == -1 )
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m_iSelectedOption[0][0] = 0;
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int iSelectedSkin = m_iSelectedOption[0][0];
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CString sNewSkin = m_OptionLineData[0].szOptionsText[iSelectedSkin];
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PREFSMAN->m_sNoteSkin = sNewSkin;
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GAMEMAN->m_sCurrentSkin = sNewSkin;
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}
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void ScreenSelectGame::GoToPrevState()
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