pressing L+R for the sort code should end up back at the originally selected item
fix jumpy wheel when letting go of L+R near-simultaneously fix MenuTimer doesn't choose a Random song if sitting on a section or sort fix MenuTimer fire has no effect if wheel is tweening
This commit is contained in:
+122
-110
@@ -167,9 +167,9 @@ void MusicWheel::Load( CString sType )
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CString times;
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/* Build all of the wheel item data. Do this after selecting
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* the extra stage, so it knows to always display it. */
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for( int so=0; so<NUM_SORT_ORDERS; so++ )
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FOREACH_SortOrder( so )
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{
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BuildWheelItemDatas( m_WheelItemDatas[so], SortOrder(so) );
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BuildWheelItemDatas( m_WheelItemDatas[so], so );
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times += ssprintf( "%i:%.3f ", so, timer.GetDeltaTime() );
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}
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LOG->Trace( "took: %s", times.c_str() );
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@@ -876,121 +876,122 @@ void MusicWheel::UpdateItems(float fDeltaTime )
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}
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}
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void MusicWheel::UpdateSwitch() {
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switch( m_WheelState )
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void MusicWheel::UpdateSwitch()
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{
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switch( m_WheelState )
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{
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case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
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{
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case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
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Song* pPrevSelectedSong = m_CurWheelItemData[m_iSelection]->m_pSong;
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SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 );
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SetOpenGroup(SongUtil::GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SortOrder ));
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m_iSelection = 0;
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//
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// Select the previously selected item
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//
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switch( GAMESTATE->m_SortOrder )
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{
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Song* pPrevSelectedSong = m_CurWheelItemData[m_iSelection]->m_pSong;
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SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 );
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SetOpenGroup(SongUtil::GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SortOrder ));
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m_iSelection = 0;
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//
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// Select the previously selected item
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//
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switch( GAMESTATE->m_SortOrder )
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{
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default:
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// Look for the last selected song or course
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SelectSongOrCourse();
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break;
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case SORT_MODE_MENU:
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SelectModeMenuItem();
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break;
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}
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//
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// Change difficulty for sorts by meter - XXX: do this with GameCommand?
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//
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Difficulty dc = DIFFICULTY_INVALID;
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switch( GAMESTATE->m_SortOrder )
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{
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case SORT_EASY_METER: dc = DIFFICULTY_EASY; break;
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case SORT_MEDIUM_METER: dc = DIFFICULTY_MEDIUM; break;
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case SORT_HARD_METER: dc = DIFFICULTY_HARD; break;
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case SORT_CHALLENGE_METER: dc = DIFFICULTY_CHALLENGE; break;
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}
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if( dc != DIFFICULTY_INVALID )
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{
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsPlayerEnabled(p) )
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GAMESTATE->m_PreferredDifficulty[p].Set( dc );
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}
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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RebuildAllMusicWheelItems();
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TweenOnScreen(true);
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m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT;
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SCREENMAN->ZeroNextUpdate();
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default:
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// Look for the last selected song or course
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SelectSongOrCourse();
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break;
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case SORT_MODE_MENU:
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SelectModeMenuItem();
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break;
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}
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break;
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case STATE_FLYING_ON_AFTER_NEXT_SORT:
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m_WheelState = STATE_SELECTING_MUSIC; // now, wait for input
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break;
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case STATE_TWEENING_ON_SCREEN:
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m_fTimeLeftInState = 0;
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if( (GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage) || GAMESTATE->IsExtraStage2() )
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//
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// Change difficulty for sorts by meter - XXX: do this with GameCommand?
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//
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Difficulty dc = DIFFICULTY_INVALID;
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switch( GAMESTATE->m_SortOrder )
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{
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m_WheelState = STATE_LOCKED;
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SCREENMAN->PlayStartSound();
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m_fLockedWheelVelocity = 0;
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case SORT_EASY_METER: dc = DIFFICULTY_EASY; break;
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case SORT_MEDIUM_METER: dc = DIFFICULTY_MEDIUM; break;
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case SORT_HARD_METER: dc = DIFFICULTY_HARD; break;
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case SORT_CHALLENGE_METER: dc = DIFFICULTY_CHALLENGE; break;
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}
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else
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if( dc != DIFFICULTY_INVALID )
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{
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m_WheelState = STATE_SELECTING_MUSIC;
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->IsPlayerEnabled(p) )
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GAMESTATE->m_PreferredDifficulty[p].Set( dc );
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}
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break;
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case STATE_TWEENING_OFF_SCREEN:
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m_WheelState = STATE_WAITING_OFF_SCREEN;
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m_fTimeLeftInState = 0;
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break;
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case STATE_SELECTING_MUSIC:
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m_fTimeLeftInState = 0;
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break;
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case STATE_ROULETTE_SPINNING:
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case STATE_RANDOM_SPINNING:
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break;
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case STATE_WAITING_OFF_SCREEN:
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break;
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case STATE_LOCKED:
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break;
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case STATE_ROULETTE_SLOWING_DOWN:
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if( m_iSwitchesLeftInSpinDown == 0 )
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{
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m_WheelState = STATE_LOCKED;
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m_fTimeLeftInState = 0;
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SCREENMAN->PlayStartSound();
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m_fLockedWheelVelocity = 0;
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/* Send this again so the screen starts sample music. */
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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}
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else
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{
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m_iSwitchesLeftInSpinDown--;
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const float SwitchTimes[] = { 0.5f, 1.3f, 0.8f, 0.4f, 0.2f };
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ASSERT(m_iSwitchesLeftInSpinDown >= 0 && m_iSwitchesLeftInSpinDown <= 4);
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m_fTimeLeftInState = SwitchTimes[m_iSwitchesLeftInSpinDown];
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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RebuildAllMusicWheelItems();
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TweenOnScreen(true);
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m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT;
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LOG->Trace( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState );
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if( m_iSwitchesLeftInSpinDown < 2 )
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ChangeMusic(randomf(0,1) >= 0.5f? 1:-1);
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else
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ChangeMusic(1);
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}
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break;
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default:
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ASSERT(0); // all state changes should be handled explicitly
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break;
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SCREENMAN->ZeroNextUpdate();
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}
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break;
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case STATE_FLYING_ON_AFTER_NEXT_SORT:
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m_WheelState = STATE_SELECTING_MUSIC; // now, wait for input
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break;
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case STATE_TWEENING_ON_SCREEN:
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m_fTimeLeftInState = 0;
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if( (GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage) || GAMESTATE->IsExtraStage2() )
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{
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m_WheelState = STATE_LOCKED;
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SCREENMAN->PlayStartSound();
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m_fLockedWheelVelocity = 0;
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}
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else
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{
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m_WheelState = STATE_SELECTING_MUSIC;
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}
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break;
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case STATE_TWEENING_OFF_SCREEN:
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m_WheelState = STATE_WAITING_OFF_SCREEN;
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m_fTimeLeftInState = 0;
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break;
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case STATE_SELECTING_MUSIC:
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m_fTimeLeftInState = 0;
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break;
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case STATE_ROULETTE_SPINNING:
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case STATE_RANDOM_SPINNING:
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break;
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case STATE_WAITING_OFF_SCREEN:
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break;
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case STATE_LOCKED:
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break;
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case STATE_ROULETTE_SLOWING_DOWN:
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if( m_iSwitchesLeftInSpinDown == 0 )
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{
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m_WheelState = STATE_LOCKED;
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m_fTimeLeftInState = 0;
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SCREENMAN->PlayStartSound();
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m_fLockedWheelVelocity = 0;
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/* Send this again so the screen starts sample music. */
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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}
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else
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{
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m_iSwitchesLeftInSpinDown--;
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const float SwitchTimes[] = { 0.5f, 1.3f, 0.8f, 0.4f, 0.2f };
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ASSERT(m_iSwitchesLeftInSpinDown >= 0 && m_iSwitchesLeftInSpinDown <= 4);
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m_fTimeLeftInState = SwitchTimes[m_iSwitchesLeftInSpinDown];
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LOG->Trace( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState );
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if( m_iSwitchesLeftInSpinDown < 2 )
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ChangeMusic(randomf(0,1) >= 0.5f? 1:-1);
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else
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ChangeMusic(1);
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}
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break;
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default:
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ASSERT(0); // all state changes should be handled explicitly
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break;
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}
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}
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void MusicWheel::ChangeMusic(int dist)
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@@ -1148,7 +1149,7 @@ void MusicWheel::StartRoulette()
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m_Moving = 1;
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m_TimeBeforeMovingBegins = 0;
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m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
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SetOpenGroup("", SortOrder(SORT_ROULETTE));
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SetOpenGroup("", SORT_ROULETTE);
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}
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void MusicWheel::StartRandom()
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@@ -1161,8 +1162,11 @@ void MusicWheel::StartRandom()
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/* Shuffle and use the roulette wheel. */
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RandomGen rnd;
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random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd );
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SetOpenGroup( "", SortOrder(SORT_ROULETTE) );
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SetOpenGroup( "", SORT_ROULETTE );
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}
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else
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{
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SetOpenGroup( "", GAMESTATE->m_PreferredSortOrder );
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}
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m_Moving = -1;
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@@ -1263,7 +1267,8 @@ void MusicWheel::TweenOffScreenUpdateItems(bool changing_sort) {
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}
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}
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bool MusicWheel::MoveSpecific(int n) {
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bool MusicWheel::MoveSpecific(int n)
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{
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/* If we're not selecting, discard this. We won't ignore it; we'll
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* get called again every time the key is repeated. */
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/* Still process Move(0) so we sometimes continue moving immediate
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@@ -1373,6 +1378,13 @@ try_next:
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return wid[0].m_pSong;
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}
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void MusicWheel::FinishChangingSorts()
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{
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FinishTweening();
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m_WheelState = STATE_SELECTING_MUSIC;
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m_fTimeLeftInState = 0;
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}
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/*
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* (c) 2001-2004 Chris Danford, Chris Gomez, Glenn Maynard
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* All rights reserved.
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@@ -59,6 +59,7 @@ public:
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void SetOpenGroup(CString group, SortOrder so = SORT_INVALID);
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SortOrder GetSortOrder() const { return m_SortOrder; }
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virtual void ChangeMusic(int dist); /* +1 or -1 */ //CHECK THIS
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void FinishChangingSorts();
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protected:
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virtual void LoadFromMetrics( CString sType );
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@@ -828,47 +828,75 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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}
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}
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if( MenuI.button == MENU_BUTTON_RIGHT || MenuI.button == MENU_BUTTON_LEFT )
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switch( MenuI.button )
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{
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/* If we're rouletting, hands off. */
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if( m_MusicWheel.IsRouletting() )
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return;
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bool bLeftIsDown = false;
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bool bRightIsDown = false;
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FOREACH_EnabledPlayer( p )
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{
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if( !bSelectIsPressed )
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{
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bLeftIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_LEFT) );
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bRightIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_RIGHT) );
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}
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}
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bool bBothDown = bLeftIsDown && bRightIsDown;
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bool bNeitherDown = !bLeftIsDown && !bRightIsDown;
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if( bBothDown || bNeitherDown )
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m_MusicWheel.Move( 0 );
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else if( bLeftIsDown )
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m_MusicWheel.Move( -1 );
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else if( bRightIsDown )
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m_MusicWheel.Move( +1 );
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else
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ASSERT(0);
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// Reset the repeat timer when a key is released.
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// This fixes jumping when you release Left and Right at the same
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// time (e.g. after tapping Left+Right to change sort).
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if( type == IET_RELEASE )
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case MENU_BUTTON_RIGHT:
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case MENU_BUTTON_LEFT:
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{
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/* If we're rouletting, hands off. */
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if( m_MusicWheel.IsRouletting() )
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return;
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bool bLeftIsDown = false;
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bool bRightIsDown = false;
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FOREACH_EnabledPlayer( p )
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{
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INPUTMAPPER->ResetKeyRepeat( MenuInput(p, MENU_BUTTON_LEFT) );
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INPUTMAPPER->ResetKeyRepeat( MenuInput(p, MENU_BUTTON_RIGHT) );
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if( !bSelectIsPressed )
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{
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bLeftIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_LEFT) );
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bRightIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_RIGHT) );
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}
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}
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bool bBothDown = bLeftIsDown && bRightIsDown;
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bool bNeitherDown = !bLeftIsDown && !bRightIsDown;
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if( bBothDown || bNeitherDown )
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{
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m_MusicWheel.Move( 0 );
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if( type == IET_FIRST_PRESS )
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{
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switch( MenuI.button )
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{
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case MENU_BUTTON_LEFT:
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m_MusicWheel.ChangeMusic( -1 );
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break;
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case MENU_BUTTON_RIGHT:
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m_MusicWheel.ChangeMusic( +1 );
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break;
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}
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}
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}
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else if( bLeftIsDown )
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{
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if( type != IET_RELEASE )
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m_MusicWheel.Move( -1 );
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}
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else if( bRightIsDown )
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{
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if( type != IET_RELEASE )
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m_MusicWheel.Move( +1 );
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}
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else
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{
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ASSERT(0);
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}
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// Reset the repeat timer when the button is released.
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// This fixes jumping when you release Left and Right after entering the sort
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// code at the same if L & R aren't released at the exact same time.
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if( type == IET_RELEASE )
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{
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FOREACH_HumanPlayer( p )
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{
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INPUTMAPPER->ResetKeyRepeat( MenuInput(p, MENU_BUTTON_LEFT) );
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INPUTMAPPER->ResetKeyRepeat( MenuInput(p, MENU_BUTTON_RIGHT) );
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}
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}
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}
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break;
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}
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@@ -1101,8 +1129,20 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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}
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else
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{
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if( m_MusicWheel.GetSelectedType() != TYPE_SONG && m_MusicWheel.GetSelectedType() != TYPE_COURSE )
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// Finish sort changing so that the wheel can respond immediately to our
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// request to choose random.
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m_MusicWheel.FinishChangingSorts();
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switch( m_MusicWheel.GetSelectedType() )
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{
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case TYPE_SONG:
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case TYPE_COURSE:
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case TYPE_RANDOM:
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case TYPE_PORTAL:
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break;
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default:
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m_MusicWheel.StartRandom();
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break;
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}
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MenuStart(PLAYER_INVALID);
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}
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return;
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Reference in New Issue
Block a user