one stage graphic
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@@ -59,26 +59,10 @@ void ScreenWithMenuElements::Init()
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if( SHOW_STAGE && GAMESTATE->m_pCurStyle )
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{
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FOREACH_Stage( s )
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{
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if( !GAMESTATE->IsStagePossible(s) )
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continue;
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m_sprStage[s].Load( THEME->GetPathG(m_sName,"stage "+StageToString(s)) );
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m_sprStage[s]->SetName( "Stage" );
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}
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// UpdateStage to hide/show the appropriate stage graphic. Do this before
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// running the OnCommand so that it won't override the OnCommand if On chooses
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// to hide the graphic.
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UpdateStage();
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FOREACH_Stage( s )
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{
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if( !GAMESTATE->IsStagePossible(s) )
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continue;
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SET_XY( m_sprStage[s] );
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this->AddChild( m_sprStage[s] );
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}
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m_sprStage.Load( THEME->GetPathG(m_sName,"stage") );
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m_sprStage->SetName( "Stage" );
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SET_XY( m_sprStage );
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this->AddChild( m_sprStage );
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}
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if( MEMORY_CARD_ICONS )
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@@ -171,19 +155,7 @@ void ScreenWithMenuElements::TweenOnScreen()
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ON_COMMAND( m_sprStyleIcon );
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if( SHOW_STAGE && GAMESTATE->m_pCurStyle )
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{
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// UpdateStage to hide/show the appropriate stage graphic. Do this before
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// running the OnCommand so that it won't override the OnCommand if On chooses
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// to hide the graphic.
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UpdateStage();
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FOREACH_Stage( s )
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{
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if( !GAMESTATE->IsStagePossible(s) )
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continue;
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ON_COMMAND( m_sprStage[s] );
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}
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}
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ON_COMMAND( m_sprStage );
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if( MEMORY_CARD_ICONS )
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{
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@@ -277,7 +249,7 @@ void ScreenWithMenuElements::TweenOffScreen()
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ActorUtil::OffCommand( m_autoHeader, m_sName );
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ActorUtil::OffCommand( m_sprStyleIcon, m_sName );
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OFF_COMMAND( m_sprStage[GAMESTATE->GetCurrentStage()] );
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OFF_COMMAND( m_sprStage );
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FOREACH_PlayerNumber( p )
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if( m_MemoryCardDisplay[p] )
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ActorUtil::OffCommand( m_MemoryCardDisplay[p], m_sName );
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@@ -314,20 +286,6 @@ void ScreenWithMenuElements::StopTimer()
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m_MenuTimer->Stop();
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}
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void ScreenWithMenuElements::HandleMessage( const CString& sMessage )
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{
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if( sMessage == MessageToString(Message_CurrentSongChanged) )
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UpdateStage();
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}
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void ScreenWithMenuElements::UpdateStage()
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{
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// Refresh the stage counter display. This is useful when changing
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// between long versions/marathons songs on the wheel.
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FOREACH_Stage( s )
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m_sprStage[s]->SetHidden( s != GAMESTATE->GetCurrentStage() );
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}
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// lua start
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#include "LuaBinding.h"
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