Ez2dancer Evaluation Screen Update
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@@ -97,28 +97,6 @@ GameDef g_GameDefs[NUM_GAMES] =
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PUMP_BUTTON_SELECT, // MENU_BUTTON_BACK
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PUMP_BUTTON_SELECT, // MENU_BUTTON_BACK
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},
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},
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},
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},
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/* { // GAME_EZ2
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"ez2", // m_szName
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"Ez2dancer", // m_szDescription
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2, // m_iNumInstruments
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NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument // If it works, i'll go with it, but i'm a bit unsure here...
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{ // m_szButtonNames
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"UpLeftHand",
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"UpRightHand",
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"LrLeftHand",
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"LrRightHand",
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"Down",
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"Back"
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},
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{ // m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_szButtonNames
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EZ2_BUTTON_UPLEFTHAND, // MENU_BUTTON_LEFT
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EZ2_BUTTON_UPRIGHTHAND, // MENU_BUTTON_RIGHT
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EZ2_BUTTON_LRLEFTHAND, // MENU_BUTTON_UP
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EZ2_BUTTON_LRRIGHTHAND, // MENU_BUTTON_DOWN
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EZ2_BUTTON_DOWN, // MENU_BUTTON_START
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EZ2_BUTTON_SELECT, // MENU_BUTTON_BACK
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},
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},*/
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{ // GAME_EZ2 ********* TEMPORARY DDR BORROWAGE FOR MENUS (The Input System needs WORK!) ********
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{ // GAME_EZ2 ********* TEMPORARY DDR BORROWAGE FOR MENUS (The Input System needs WORK!) ********
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"ez2", // m_szName
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"ez2", // m_szName
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"Ez2dancer", // m_szDescription
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"Ez2dancer", // m_szDescription
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@@ -369,14 +369,16 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
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for( p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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{
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if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) || GAMEMAN->m_CurGame == GAME_EZ2 )
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if( !GAMEMAN->IsPlayerEnabled( (PlayerNumber)p ) )
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continue; // skip
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continue; // skip
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if ( GAMEMAN->m_CurGame != GAME_EZ2)
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m_sprGradeFrame[p].Load( THEME->GetPathTo(GRAPHIC_EVALUATION_GRADE_FRAME) );
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{
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m_sprGradeFrame[p].StopAnimating();
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m_sprGradeFrame[p].Load( THEME->GetPathTo(GRAPHIC_EVALUATION_GRADE_FRAME) );
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m_sprGradeFrame[p].SetState( p );
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m_sprGradeFrame[p].StopAnimating();
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m_sprGradeFrame[p].SetXY( GRADE_X[p], GRADE_Y );
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m_sprGradeFrame[p].SetState( p );
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this->AddActor( &m_sprGradeFrame[p] );
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m_sprGradeFrame[p].SetXY( GRADE_X[p], GRADE_Y );
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this->AddActor( &m_sprGradeFrame[p] );
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}
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switch( m_ResultMode )
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switch( m_ResultMode )
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{
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{
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@@ -392,15 +394,38 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
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break;
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break;
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case RM_ARCADE_STAGE:
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case RM_ARCADE_STAGE:
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case RM_ARCADE_SUMMARY:
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case RM_ARCADE_SUMMARY:
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m_Grades[p].SetXY( GRADE_X[p], GRADE_Y );
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if (GAMEMAN->m_CurGame != GAME_EZ2 )
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m_Grades[p].SetZ( -2 );
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{
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m_Grades[p].SetZoom( 1.0f );
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m_Grades[p].SetXY( GRADE_X[p], GRADE_Y );
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m_Grades[p].SetEffectGlowing( 1.0f );
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m_Grades[p].SetZ( -2 );
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m_Grades[p].SpinAndSettleOn( grade[p] );
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m_Grades[p].SetZoom( 1.0f );
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m_Grades[p].SetEffectGlowing( 1.0f );
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m_Grades[p].SpinAndSettleOn( grade[p] );
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}
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else // Ez2dancer Style Grade Display.
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{
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m_Grades[p].SetXY( GRADE_X[p], GRADE_Y + 150);
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m_Grades[p].SetZ( -2 );
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if (p == PLAYER_1 )
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{
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m_Grades[p].SetXY( GRADE_X[p]-10, GRADE_Y + 150);
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}
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m_Grades[p].SetGrade( grade[p] );
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m_Grades[p].SetRotation( D3DX_PI );
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m_Grades[p].SetZoom( 8 );
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m_Grades[p].BeginTweening( 0.6f );
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m_Grades[p].SetTweenRotationZ( 0 );
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m_Grades[p].SetTweenZoom( 2 );
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}
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this->AddActor( &m_Grades[p] );
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this->AddActor( &m_Grades[p] );
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break;
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break;
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}
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}
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if ( GAMEMAN->m_CurGame == GAME_EZ2)
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continue;
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m_BonusInfoFrame[p].SetXY( BONUS_FRAME_X[p], BONUS_FRAME_Y );
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m_BonusInfoFrame[p].SetXY( BONUS_FRAME_X[p], BONUS_FRAME_Y );
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this->AddActor( &m_BonusInfoFrame[p] );
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this->AddActor( &m_BonusInfoFrame[p] );
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