remove unused m_sprCourseSongNumber
This commit is contained in:
@@ -592,11 +592,6 @@ void ScreenGameplay::Init()
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//
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//
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// Add stage / SongNumber
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// Add stage / SongNumber
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//
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//
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m_sprCourseSongNumber.SetName( "CourseSongNumber" );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_sprCourseSongNumber );
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if( GAMESTATE->IsCourseMode() )
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this->AddChild( &m_sprCourseSongNumber );
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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{
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if( GAMESTATE->IsCourseMode() )
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if( GAMESTATE->IsCourseMode() )
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@@ -972,18 +967,6 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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}
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}
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}
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}
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void ScreenGameplay::LoadCourseSongNumber( int iSongNumber )
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{
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if( !GAMESTATE->IsCourseMode() )
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return;
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const RString path = THEME->GetPathG( m_sName, ssprintf("course song %i",iSongNumber+1), true );
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if( path != "" )
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m_sprCourseSongNumber.Load( path );
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else
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m_sprCourseSongNumber.UnloadTexture();
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SCREENMAN->ZeroNextUpdate();
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}
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void ScreenGameplay::ReloadCurrentSong()
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void ScreenGameplay::ReloadCurrentSong()
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{
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{
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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@@ -1007,8 +990,6 @@ void ScreenGameplay::LoadNextSong()
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if( GAMESTATE->m_bMultiplayer )
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if( GAMESTATE->m_bMultiplayer )
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STATSMAN->m_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].m_iSongsPlayed++;
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STATSMAN->m_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].m_iSongsPlayed++;
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LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex() );
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int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
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int iPlaySongIndex = GAMESTATE->GetCourseSongIndex();
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iPlaySongIndex %= m_apSongsQueue.size();
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iPlaySongIndex %= m_apSongsQueue.size();
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GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );
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GAMESTATE->m_pCurSong.Set( m_apSongsQueue[iPlaySongIndex] );
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@@ -2465,9 +2446,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_NextSong.Reset();
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m_NextSong.Reset();
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m_NextSong.PlayCommand( "Start" );
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m_NextSong.PlayCommand( "Start" );
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m_NextSong.StartTransitioning( SM_LoadNextSong );
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m_NextSong.StartTransitioning( SM_LoadNextSong );
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LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex()+1 );
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MESSAGEMAN->Broadcast( "ChangeCourseSongIn" );
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MESSAGEMAN->Broadcast( "ChangeCourseSongIn" );
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COMMAND( m_sprCourseSongNumber, "ChangeIn" );
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}
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}
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else if( SM == SM_LoadNextSong )
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else if( SM == SM_LoadNextSong )
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{
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{
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@@ -2475,7 +2454,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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SongFinished();
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SongFinished();
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MESSAGEMAN->Broadcast( "ChangeCourseSongOut" );
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MESSAGEMAN->Broadcast( "ChangeCourseSongOut" );
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COMMAND( m_sprCourseSongNumber, "ChangeOut" );
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GAMESTATE->m_bLoadingNextSong = false;
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GAMESTATE->m_bLoadingNextSong = false;
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LoadNextSong();
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LoadNextSong();
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@@ -153,7 +153,6 @@ protected:
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void SetupSong( int iSongIndex );
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void SetupSong( int iSongIndex );
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void ReloadCurrentSong();
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void ReloadCurrentSong();
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virtual void LoadNextSong();
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virtual void LoadNextSong();
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void LoadCourseSongNumber( int iSongNumber );
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void StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic );
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void StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic );
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void GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, float &fSecondsToStartTransitioningOut );
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void GetMusicEndTiming( float &fSecondsToStartFadingOutMusic, float &fSecondsToStartTransitioningOut );
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void LoadLights();
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void LoadLights();
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@@ -198,7 +197,6 @@ protected:
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AutoActor m_sprLifeFrame;
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AutoActor m_sprLifeFrame;
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CombinedLifeMeter* m_pCombinedLifeMeter;
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CombinedLifeMeter* m_pCombinedLifeMeter;
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Sprite m_sprCourseSongNumber;
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BitmapText m_textSongOptions;
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BitmapText m_textSongOptions;
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BitmapText m_Scoreboard[NUM_NSScoreBoardColumn]; // for NSMAN, so we can have a scoreboard
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BitmapText m_Scoreboard[NUM_NSScoreBoardColumn]; // for NSMAN, so we can have a scoreboard
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