minor fixes. switch() is a bit cleaner
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@@ -91,15 +91,14 @@ bool BeginnerHelper::CanUse()
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return false;
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return false;
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if( GAMESTATE->m_CurGame != GAME_DANCE )
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if( GAMESTATE->m_CurGame != GAME_DANCE )
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return false;
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return false;
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if( GAMESTATE->m_CurStyle == STYLE_DANCE_SOLO )
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return false;
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// not sure how this could happen, since double steps should be
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// basic/light or higher, but lets check for it anyway.
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if( GAMESTATE->m_CurStyle == STYLE_DANCE_DOUBLE )
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return false;
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if( GAMESTATE->m_pCharacters.size() == 0 )
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if( GAMESTATE->m_pCharacters.size() == 0 )
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return false;
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return false;
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switch (GAMESTATE->m_CurStyle)
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{
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case STYLE_DANCE_SOLO:
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case STYLE_DANCE_DOUBLE: return false; break;
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}
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return true;
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return true;
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}
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}
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@@ -111,8 +110,11 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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return false;
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return false;
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// Load the StepCircle, Background, and flash animation
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// Load the StepCircle, Background, and flash animation
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m_sBackground.Load( THEME->GetPathToG("BeginnerHelper background") );
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if( m_bShowBackground )
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m_sBackground.SetXY( CENTER_X, CENTER_Y);
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{
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m_sBackground.Load( THEME->GetPathToG("BeginnerHelper background") );
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m_sBackground.SetXY( CENTER_X, CENTER_Y);
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}
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m_sFlash.Load( THEME->GetPathToG("BeginnerHelper flash") );
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m_sFlash.Load( THEME->GetPathToG("BeginnerHelper flash") );
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m_sFlash.SetXY( CENTER_X, CENTER_Y );
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m_sFlash.SetXY( CENTER_X, CENTER_Y );
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@@ -129,16 +131,8 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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switch(iDancePadType)
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switch(iDancePadType)
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{
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{
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case 0: break; // No pad
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case 0: break; // No pad
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case 1:
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case 1: m_mDancePad.LoadMilkshapeAscii( "Characters" SLASH "DancePad-DDR.txt" ); break;
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if (!DoesFileExist("Characters" SLASH "DancePad-DDR.txt") )
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case 2: m_mDancePad.LoadMilkshapeAscii( "Characters" SLASH "DancePads-DDR.txt" ); break;
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return false; // can't initialize without the required pad model. bail
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m_mDancePad.LoadMilkshapeAscii( "Characters" SLASH "DancePad-DDR.txt" );
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break;
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case 2:
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if (!DoesFileExist("Characters" SLASH "DancePads-DDR.txt") )
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return false; // can't initialize without the required pad model. bail
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m_mDancePad.LoadMilkshapeAscii( "Characters" SLASH "DancePads-DDR.txt" );
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break;
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}
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}
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m_mDancePad.SetHorizAlign( align_left );
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m_mDancePad.SetHorizAlign( align_left );
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m_mDancePad.SetRotationX( DANCEPAD_ANGLE );
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m_mDancePad.SetRotationX( DANCEPAD_ANGLE );
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@@ -14,8 +14,6 @@ public:
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BeginnerHelper();
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BeginnerHelper();
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~BeginnerHelper();
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~BeginnerHelper();
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ActorFrame m_afDancerSuite; // So we can easily rotate or whatever without disturbing the Background.
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void FlashOnce();
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void FlashOnce();
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bool Initialize( int iDancePadType );
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bool Initialize( int iDancePadType );
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bool IsInitialized() { return m_bInitialized; }
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bool IsInitialized() { return m_bInitialized; }
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@@ -26,6 +24,8 @@ public:
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void TurnFlashOff();
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void TurnFlashOff();
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void TurnFlashOn();
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void TurnFlashOn();
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bool m_bShowBackground;
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void Update( float fDeltaTime );
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void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void DrawPrimitives();
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