fix dancing characters not resetting between songs in a course
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@@ -69,7 +69,10 @@ Background::Background()
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if( GAMESTATE->IsPlayerEnabled(p) )
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bOneOrMoreChars = true;
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if( bOneOrMoreChars )
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{
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m_pDancingCharacters = new DancingCharacters;
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m_pDancingCharacters->LoadNextSong();
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}
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else
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m_pDancingCharacters = NULL;
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@@ -375,6 +378,8 @@ void Background::LoadFromSong( Song* pSong )
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m_BGADanger.SetZoomY( fYZoom );
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TEXTUREMAN->EnableOddDimensionWarning();
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m_pDancingCharacters->LoadNextSong();
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}
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@@ -60,10 +60,12 @@ DancingCharacters::DancingCharacters()
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m_Character[p].LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() );
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m_Character[p].LoadMilkshapeAsciiBones( "howtoplay", pChar->GetHowToPlayAnimationPath() );
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m_Character[p].PlayAnimation( "rest" );
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this->AddChild( &m_Character[p] );
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}
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}
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void DancingCharacters::LoadNextSong()
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{
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// initial camera sweep is still
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m_CameraDistance = CAMERA_REST_DISTANCE;
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m_CameraPanYStart = 0;
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@@ -77,9 +79,13 @@ DancingCharacters::DancingCharacters()
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* in course mode. Init in first update? */
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if( GAMESTATE->m_pCurSong )
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m_fThisCameraEndBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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m_Character[p].PlayAnimation( "rest" );
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}
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int Neg1OrPos1() { return rand()%2 ? -1 : +1; }
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void DancingCharacters::Update( float fDelta )
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@@ -21,6 +21,8 @@ class DancingCharacters : public ActorFrame
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public:
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DancingCharacters();
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virtual void LoadNextSong();
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virtual void Update( float fDelta );
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virtual void DrawPrimitives();
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