various edits to NetSelectMusic
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@@ -46,18 +46,10 @@ void ScreenNetSelectMusic::Init()
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SAMPLE_MUSIC_PREVIEW_MODE.Load( m_sName, "SampleMusicPreviewMode" );
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CODES.Load( m_sName, "Codes" );
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MUSIC_WHEEL_TYPE.Load( m_sName, "MusicWheelType" );
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FOREACH_EnabledPlayer (p)
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{
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/*
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m_DifficultyIcon[p].SetName( ssprintf("DifficultyIconP%d",p+1) );
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m_DifficultyIcon[p].Load( THEME->GetPathG( "ScreenSelectMusic",
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ssprintf("difficulty icons 1x%d",
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NUM_Difficulty)) );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_DifficultyIcon[p] );
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this->AddChild( &m_DifficultyIcon[p] );
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ON_COMMAND( m_DifficultyIcon[p] );
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*/
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m_Difficulty[p] = GAMESTATE->m_PreferredDifficulty[p];
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m_StepsDisplays[p].SetName( ssprintf("StepsDisplayP%d",p+1) );
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@@ -67,7 +59,7 @@ void ScreenNetSelectMusic::Init()
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}
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m_MusicWheel.SetName( "MusicWheel" );
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m_MusicWheel.Load( "OnlineMusicWheel" );
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m_MusicWheel.Load( MUSIC_WHEEL_TYPE );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_MusicWheel );
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m_MusicWheel.BeginScreen();
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ON_COMMAND( m_MusicWheel );
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@@ -154,6 +146,7 @@ void ScreenNetSelectMusic::Input( const InputEventPlus &input )
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{
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NSMAN->ReportNSSOnOff(3);
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GAMESTATE->m_EditMode = EditMode_Full;
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// todo: allow themers to define options screen -aj
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SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromPlayerOptions );
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}
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@@ -445,7 +438,6 @@ void ScreenNetSelectMusic::TweenOffScreen()
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FOREACH_EnabledPlayer (pn)
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{
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OFF_COMMAND( m_StepsDisplays[pn] );
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//OFF_COMMAND( m_DifficultyIcon[pn] );
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OFF_COMMAND( m_ModIconRow[pn] );
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}
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@@ -504,7 +496,12 @@ void ScreenNetSelectMusic::MusicChanged()
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SOUND->StopMusic();
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// todo: handle playing section music correctly. -aj
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// SOUND->PlayMusic( m_sSectionMusicPath, NULL, true, 0, -1 );
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/*
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if(SOUND->GetMusicPath().CompareNoCase(m_sSectionMusicPath))
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{
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SOUND->PlayMusic( m_sSectionMusicPath, NULL, true, 0, -1 );
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}
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*/
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return;
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}
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m_BPMDisplay.SetBpmFromSong( GAMESTATE->m_pCurSong );
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@@ -513,7 +510,7 @@ void ScreenNetSelectMusic::MusicChanged()
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FOREACH_EnabledPlayer(pn)
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{
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// xxx: using the old difficulty reset code -aj
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// Wondering if this can be simplified... -aj
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m_Difficulty[pn] = GAMESTATE->m_PreferredDifficulty[pn];
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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vector<Steps*> MultiSteps;
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@@ -555,7 +552,7 @@ void ScreenNetSelectMusic::MusicChanged()
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SOUND->StopMusic();
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if( GAMESTATE->m_pCurSong->HasMusic() )
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{
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if(SOUND->GetMusicPath().CompareNoCase(GAMESTATE->m_pCurSong->GetMusicPath())) // dont play the same sound over and over
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if(SOUND->GetMusicPath().CompareNoCase(GAMESTATE->m_pCurSong->GetMusicPath())) // don't play the same sound over and over
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{
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SOUND->StopMusic();
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SOUND->PlayMusic(
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@@ -46,17 +46,14 @@ protected:
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RString m_sRandomMusicPath;
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ThemeMetric<RString> CODES;
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ThemeMetric<RString> MUSIC_WHEEL_TYPE;
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private:
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MusicWheel m_MusicWheel;
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// todo: replace difficulty icons with StepsDisplay -aj
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//Difficulty Icon(s)
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//DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
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Difficulty m_Difficulty[NUM_PLAYERS];
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void UpdateDifficulty( PlayerNumber pn );
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StepsDisplay m_StepsDisplays[NUM_PLAYERS];
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void UpdateDifficulty( PlayerNumber pn );
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RageSound m_soundChangeOpt;
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RageSound m_soundChangeSel;
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