revert using AutoActors for CourseNumber. This was messing up the animations
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@@ -224,7 +224,6 @@ void ScreenGameplay::Init()
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g_fOldOffset = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
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m_SongBackground.SetName( "SongBackground" );
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m_SongBackground.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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ON_COMMAND( m_SongBackground );
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@@ -456,7 +455,8 @@ void ScreenGameplay::Init()
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//
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// Add stage / SongNumber
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//
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m_sprCourseSongNumber.SetName( "CourseSongNumber" );
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SET_XY( m_sprCourseSongNumber );
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FOREACH_EnabledPlayer(p)
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{
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@@ -485,13 +485,7 @@ void ScreenGameplay::Init()
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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for( int i=0; i<MAX_COURSE_SONG_NUMBER_GRAPHICS; i++ )
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{
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m_sprCourseSongNumber[i].Load( THEME->GetPathG( m_sName, ssprintf("course song %i",i+1)) );
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m_sprCourseSongNumber[i]->SetName( "CourseSongNumber" );
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SET_XY( m_sprCourseSongNumber[i] );
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this->AddChild( m_sprCourseSongNumber[i] );
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}
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this->AddChild( &m_sprCourseSongNumber );
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FOREACH_EnabledPlayer( p )
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this->AddChild( &m_textCourseSongNumber[p] );
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@@ -863,8 +857,12 @@ 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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for( int i=0; i<MAX_COURSE_SONG_NUMBER_GRAPHICS; i++ )
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m_sprCourseSongNumber[i]->SetHidden( i != iSongNumber );
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const CString 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::LoadNextSong()
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@@ -1073,6 +1071,7 @@ void ScreenGameplay::LoadNextSong()
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* so cap fDelta at 0 so m_NextSong will show up on screen.
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* -Chris */
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m_bZeroDeltaOnNextUpdate = true;
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SCREENMAN->ZeroNextUpdate();
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//
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// Load cabinet lights data
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@@ -2394,13 +2393,13 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_NextSong.Reset();
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m_NextSong.StartTransitioning( SM_LoadNextSong );
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LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex()+1 );
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COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()], "ChangeIn" );
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COMMAND( m_sprCourseSongNumber, "ChangeIn" );
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}
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else if( SM == SM_LoadNextSong )
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{
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SongFinished();
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COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()], "ChangeOut" );
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COMMAND( m_sprCourseSongNumber, "ChangeOut" );
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LoadNextSong();
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GAMESTATE->m_bPastHereWeGo = true;
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@@ -2536,7 +2535,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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void ScreenGameplay::TweenOnScreen()
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{
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ON_COMMAND( m_sprLifeFrame );
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ON_COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()] );
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ON_COMMAND( m_sprCourseSongNumber );
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ON_COMMAND( m_sprStageFrame );
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ON_COMMAND( m_textSongOptions );
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ON_COMMAND( m_sprScoreFrame );
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@@ -2573,7 +2572,7 @@ void ScreenGameplay::TweenOffScreen()
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ScreenWithMenuElements::TweenOffScreen();
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OFF_COMMAND( m_sprLifeFrame );
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OFF_COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()] );
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OFF_COMMAND( m_sprCourseSongNumber );
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OFF_COMMAND( m_sprStageFrame );
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OFF_COMMAND( m_textSongOptions );
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OFF_COMMAND( m_sprScoreFrame );
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@@ -29,8 +29,6 @@ class Inventory;
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AutoScreenMessage( SM_NotesEnded )
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const int MAX_COURSE_SONG_NUMBER_GRAPHICS = 5;
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class LyricsLoader;
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class ScreenGameplay : public ScreenWithMenuElements
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{
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@@ -109,7 +107,7 @@ protected:
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AutoActor m_sprLifeFrame;
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LifeMeter* m_pLifeMeter[NUM_PLAYERS];
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CombinedLifeMeter* m_pCombinedLifeMeter;
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AutoActor m_sprCourseSongNumber[MAX_COURSE_SONG_NUMBER_GRAPHICS];
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Sprite m_sprCourseSongNumber;
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AutoActor m_sprStageFrame;
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BitmapText m_textCourseSongNumber[NUM_PLAYERS];
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BitmapText m_textStepsDescription[NUM_PLAYERS];
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