Songs not in same group as extra stage can now be used as an extra stage
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@@ -678,6 +678,10 @@ Uppercase=1
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SpacingX=38
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SpacingY=0
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[TransitionOniFade]
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BannerWidth=564
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BannerHeight=184
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[ScreenInputOptions]
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IgnoreJoyAxes="ON" will cause StepMania to ignore all input from::joystick directional pads. This is useful for people using::the DirectPad Pro driver.
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MenuButtons=The default setting allows the dance pad's panels to navigate::the menus. Changing this to "dedicated only" will restrict::menu navigation to only the Menu* set of buttons. Be sure to map::the Menu* set of buttons before setting this to "dedicated"!
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@@ -33,7 +33,6 @@ const int DANCE_COL_SPACING = 64;
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const int DANCE_6PANEL_VERSUS_COL_SPACING = 54;
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const int PUMP_COL_SPACING = 50;
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const int EZ2_COL_SPACING = 46;
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const int EZ2_DOUBLE_ADJUST = 150;
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const int PARA_COL_SPACING = 54;
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struct {
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@@ -821,28 +820,28 @@ StyleDef g_StyleDefs[NUM_STYLES] =
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10, // m_iColsPerPlayer
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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{ // PLAYER_1
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{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f },
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{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f },
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{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f },
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{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f },
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{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f },
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{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f },
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{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f },
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{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f },
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{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f },
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{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f },
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},
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{ // PLAYER_2
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{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f+EZ2_DOUBLE_ADJUST },
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{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*4.5f },
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{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*3.5f },
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{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, -EZ2_COL_SPACING*2.5f },
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{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, -EZ2_COL_SPACING*1.5f },
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{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, -EZ2_COL_SPACING*0.5f },
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{ TRACK_6, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, +EZ2_COL_SPACING*0.5f },
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{ TRACK_7, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, +EZ2_COL_SPACING*1.5f },
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{ TRACK_8, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*2.5f },
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{ TRACK_9, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*3.5f },
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{ TRACK_10, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*4.5f },
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},
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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@@ -534,6 +534,24 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
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}
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}
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}
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if( !bRoulette )
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{
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arrayWheelItemDatas.Add( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, D3DXCOLOR(1,0,0,1)) );
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}
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// HACK: Add extra stage item since it's not necessarily in the same group
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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{
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Song* pSong;
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Notes* pNotes;
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PlayerOptions po;
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SongOptions so;
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SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->m_pCurSong->m_sGroupName, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, po, so );
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arrayWheelItemDatas.Add( WheelItemData(TYPE_SONG, pSong, "", NULL, GAMESTATE->GetStageColor()) );
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}
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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@@ -601,10 +619,6 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
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{
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arrayWheelItemDatas.Add( WheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, D3DXCOLOR(1,0,0,1)) );
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}
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else if( GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE && !bRoulette )
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{
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arrayWheelItemDatas.Add( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, D3DXCOLOR(1,0,0,1)) );
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}
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}
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void MusicWheel::SwitchSortOrder()
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@@ -247,7 +247,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const float fBottomDistFromTailTop = fYBottom - fYTailTop;
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const float fTexCoordTop = SCALE( fTopDistFromTailTop, 0, fFrameHeight, 0.5f, 1.0f );
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const float fTexCoordBottom = SCALE( fBottomDistFromTailTop, 0, fFrameHeight, 0.5f, 1.0f );
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ASSERT( fBottomDistFromTailTop-0.0001 <= fFrameHeight );
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ASSERT( fBottomDistFromTailTop-0.001 <= fFrameHeight );
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const float fTexCoordLeft = bActive ? 0.25f : 0.00f;
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const float fTexCoordRight = bActive ? 0.50f : 0.25f;
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const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop, fPercentFadeToFail );
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@@ -33,13 +33,10 @@ enum
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TRACK_8,
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TRACK_9,
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TRACK_10,
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TRACK_11,
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TRACK_12,
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TRACK_13,
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MAX_NOTE_TRACKS // leave this at the end
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};
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const int MAX_BEATS = 1500; // BMR's Pulse has about 1300
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const int MAX_BEATS = 3000; // J-Paradise has about 2120
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const int BEATS_PER_MEASURE = 4;
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const int MAX_MEASURES = MAX_BEATS / BEATS_PER_MEASURE;
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@@ -47,7 +44,7 @@ const int ROWS_PER_BEAT = 12; // It is important that this number is evenly divi
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const int ROWS_PER_MEASURE = ROWS_PER_BEAT * BEATS_PER_MEASURE;
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const int MAX_TAP_NOTE_ROWS = MAX_BEATS*ROWS_PER_BEAT;
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const int MAX_HOLD_NOTES = 400; // BMR's Connected has about 300
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const int MAX_HOLD_NOTES = 800; // BMR's Connected has about 300
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enum NoteType
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{
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@@ -543,14 +543,14 @@ void ScreenGameplay::LoadNextSong( bool bFirstLoad )
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m_DifficultyIcon[p].SetFromNotes( PlayerNumber(p), GAMESTATE->m_pCurNotes[p] );
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NoteData originalNoteData;
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GAMESTATE->m_pCurNotes[p]->GetNoteData( &originalNoteData );
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NoteData* pOriginalNoteData = new NoteData;
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GAMESTATE->m_pCurNotes[p]->GetNoteData( pOriginalNoteData );
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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NoteData newNoteData;
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pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &originalNoteData, &newNoteData );
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NoteData* pNewNoteData = new NoteData;
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pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, pOriginalNoteData, pNewNoteData );
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m_Player[p].Load( (PlayerNumber)p, &newNoteData, m_pLifeMeter[p], m_pScoreDisplay[p] );
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m_Player[p].Load( (PlayerNumber)p, pNewNoteData, m_pLifeMeter[p], m_pScoreDisplay[p] );
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}
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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@@ -18,6 +18,10 @@
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#include "GameState.h"
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#define BANNER_WIDTH THEME->GetMetricF("TransitionOniFade","BannerWidth")
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#define BANNER_HEIGHT THEME->GetMetricF("TransitionOniFade","BannerHeight")
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TransitionOniFade::TransitionOniFade()
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{
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SetDiffuse( D3DXCOLOR(1,1,1,1) ); // white
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@@ -30,6 +34,9 @@ TransitionOniFade::TransitionOniFade()
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m_textSongInfo.TurnShadowOff();
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m_textSongInfo.SetZoom( 0.5f );
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m_textSongInfo.SetXY( CENTER_X, CENTER_Y );
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m_Banner.SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
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m_Banner.SetXY( CENTER_X, CENTER_Y );
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}
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TransitionOniFade::~TransitionOniFade()
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@@ -53,10 +60,13 @@ void TransitionOniFade::DrawPrimitives()
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if( m_TransitionState == closed || m_TransitionState == opening_right )
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{
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m_quadStrip.SetDiffuse( D3DXCOLOR(0,0,0,SCALE(GetPercentageClosed(),0,1,0,2)) );
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m_quadStrip.Draw();
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// m_quadStrip.Draw();
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m_textSongInfo.SetDiffuse( D3DXCOLOR(1,1,1,SCALE(GetPercentageClosed(),0,1,0,2)) );
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m_textSongInfo.Draw();
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// m_textSongInfo.Draw();
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m_Banner.SetDiffuse( D3DXCOLOR(1,1,1,SCALE(GetPercentageClosed(),0,1,0,2)) );
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m_Banner.Draw();
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}
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}
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@@ -94,4 +104,5 @@ void TransitionOniFade::UpdateSongText()
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Song* pSong = GAMESTATE->m_pCurSong;
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ASSERT( pSong );
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m_textSongInfo.SetText( pSong->GetFullTitle() + "\n" + pSong->m_sArtist + "\n");
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m_Banner.LoadFromSong( pSong );
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}
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@@ -17,6 +17,7 @@
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#include "Sprite.h"
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#include "Quad.h"
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#include "TransitionFade.h"
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#include "Banner.h"
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class TransitionOniFade : public Transition
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@@ -39,6 +40,7 @@ protected:
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Quad m_quadBackground;
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Quad m_quadStrip; // background for song text
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BitmapText m_textSongInfo;
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Banner m_Banner;
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};
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