Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.
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@@ -15,6 +15,7 @@
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#include "PrefsManager.h"
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#include "GameState.h"
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#include "IniFile.h"
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#include "RageMath.h"
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inline float GetOffScreenLeft( Actor* pActor ) { return SCREEN_LEFT - pActor->GetZoomedWidth()/2; }
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@@ -161,14 +162,14 @@ found_effect:
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switch( m_Effect )
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{
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case EFFECT_STRETCH_SCROLL_LEFT: m_vTexCoordVelocity = D3DXVECTOR2(+0.5f,0); break;
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case EFFECT_STRETCH_SCROLL_RIGHT: m_vTexCoordVelocity = D3DXVECTOR2(-0.5f,0); break;
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case EFFECT_STRETCH_SCROLL_UP: m_vTexCoordVelocity = D3DXVECTOR2(0,+0.5f); break;
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case EFFECT_STRETCH_SCROLL_DOWN: m_vTexCoordVelocity = D3DXVECTOR2(0,-0.5f); break;
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case EFFECT_STRETCH_SCROLL_LEFT: m_vTexCoordVelocity = RageVector2(+0.5f,0); break;
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case EFFECT_STRETCH_SCROLL_RIGHT: m_vTexCoordVelocity = RageVector2(-0.5f,0); break;
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case EFFECT_STRETCH_SCROLL_UP: m_vTexCoordVelocity = RageVector2(0,+0.5f); break;
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case EFFECT_STRETCH_SCROLL_DOWN: m_vTexCoordVelocity = RageVector2(0,-0.5f); break;
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case EFFECT_STRETCH_WATER:
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case EFFECT_STRETCH_BUBBLE:
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case EFFECT_STRETCH_TWIST:
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m_vTexCoordVelocity = D3DXVECTOR2(-0.0f,0);
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m_vTexCoordVelocity = RageVector2(-0.0f,0);
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break;
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default:
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ASSERT(0);
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@@ -215,8 +216,8 @@ found_effect:
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if( m_Effect == EFFECT_PARTICLES_BOUNCE )
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{
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m_Sprites[i].SetZoom( 1 );
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m_vHeadings[i] = D3DXVECTOR2( randomf(), randomf() );
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D3DXVec2Normalize( &m_vHeadings[i], &m_vHeadings[i] );
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m_vHeadings[i] = RageVector2( randomf(), randomf() );
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RageVec2Normalize( &m_vHeadings[i], &m_vHeadings[i] );
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}
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}
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}
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@@ -301,7 +302,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
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{
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for( int i=0; i<m_iNumSprites; i++ )
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{
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D3DXCOLOR color = D3DXCOLOR(
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RageColor color = RageColor(
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cosf( fSongBeat+i ) * 0.5f + 0.5f,
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cosf( fSongBeat+i + D3DX_PI * 2.0f / 3.0f ) * 0.5f + 0.5f,
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cosf( fSongBeat+i + D3DX_PI * 4.0f / 3.0f) * 0.5f + 0.5f,
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@@ -314,7 +315,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
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{
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for( int i=0; i<m_iNumSprites; i++ )
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{
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D3DXCOLOR color = m_Sprites[i].GetDiffuse();
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RageColor color = m_Sprites[i].GetDiffuse();
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color.a = cosf( fSongBeat/2 ) * 0.5f + 0.5f;
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m_Sprites[i].SetDiffuse( color );
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}
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