Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.
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@@ -49,18 +49,18 @@ void GrooveRadar::TweenOnScreen()
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float fOriginalX = m_sprRadarLabels[c].GetX();
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m_sprRadarLabels[c].SetX( fOriginalX - 100 );
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m_sprRadarLabels[c].SetZoom( 1.5f );
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m_sprRadarLabels[c].SetDiffuse( D3DXCOLOR(1,1,1,0) );
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m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) );
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m_sprRadarLabels[c].BeginTweening( 0.6f+0.2f*c ); // sleep
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m_sprRadarLabels[c].BeginTweening( 0.1f ); // begin fading on screen
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m_sprRadarLabels[c].SetTweenGlow( D3DXCOLOR(1,1,1,1) );
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m_sprRadarLabels[c].SetTweenGlow( RageColor(1,1,1,1) );
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m_sprRadarLabels[c].BeginTweening( 0.3f, Actor::TWEEN_BIAS_BEGIN ); // fly to the right
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m_sprRadarLabels[c].SetTweenX( fOriginalX );
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m_sprRadarLabels[c].SetTweenZoom( 1 );
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m_sprRadarLabels[c].SetTweenGlow( D3DXCOLOR(1,1,1,0) );
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m_sprRadarLabels[c].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
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m_sprRadarLabels[c].SetTweenGlow( RageColor(1,1,1,0) );
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m_sprRadarLabels[c].SetTweenDiffuse( RageColor(1,1,1,1) );
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}
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m_GrooveRadarValueMap.TweenOnScreen();
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}
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@@ -74,8 +74,8 @@ void GrooveRadar::TweenOffScreen()
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/* Make sure we undo glow. We do this at the end of TweenIn,
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* but we might tween off before we complete tweening in, and
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* the glow can remain. */
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m_sprRadarLabels[c].SetTweenGlow( D3DXCOLOR(1,1,1,0) );
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m_sprRadarLabels[c].SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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m_sprRadarLabels[c].SetTweenGlow( RageColor(1,1,1,0) );
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m_sprRadarLabels[c].SetTweenDiffuse( RageColor(1,1,1,0) );
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}
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m_GrooveRadarValueMap.TweenOffScreen();
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}
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@@ -142,7 +142,7 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
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DISPLAY->SetTexture( NULL );
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DISPLAY->SetColorTextureMultDiffuse();
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DISPLAY->SetAlphaTextureMultDiffuse();
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RAGEVERTEX v[12]; // needed to draw 5 fan primitives and 10 strip primitives
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RageVertex v[12]; // needed to draw 5 fan primitives and 10 strip primitives
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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@@ -152,10 +152,10 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
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//
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// use a fan to draw the volume
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//
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D3DXCOLOR color = PlayerToColor( (PlayerNumber)p );
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RageColor color = PlayerToColor( (PlayerNumber)p );
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color.a = 0.5f;
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v[0].p = D3DXVECTOR3( 0, 0, 0 );
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v[0].color = color;
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v[0].p = RageVector3( 0, 0, 0 );
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v[0].c = color;
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int i;
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@@ -168,8 +168,8 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
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const float fX = cosf(fRotation) * fDistFromCenter;
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const float fY = -sinf(fRotation) * fDistFromCenter;
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v[1+i].p = D3DXVECTOR3( fX, fY, 0 );
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v[1+i].color = v[0].color;
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v[1+i].p = RageVector3( fX, fY, 0 );
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v[1+i].c = v[0].c;
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}
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DISPLAY->AddFan( v, 5 );
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@@ -191,10 +191,10 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
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const float fYInner = -sinf(fRotation) * fDistFromCenterInner;
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const float fYOutter = -sinf(fRotation) * fDistFromCenterOutter;
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v[i*2+0].p = D3DXVECTOR3( fXInner, fYInner, 0 );
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v[i*2+1].p = D3DXVECTOR3( fXOutter, fYOutter, 0 );
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v[i*2+0].color = PlayerToColor( (PlayerNumber)p );
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v[i*2+1].color = v[i*2+0].color;
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v[i*2+0].p = RageVector3( fXInner, fYInner, 0 );
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v[i*2+1].p = RageVector3( fXOutter, fYOutter, 0 );
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v[i*2+0].c = PlayerToColor( (PlayerNumber)p );
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v[i*2+1].c = v[i*2+0].c;
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}
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DISPLAY->AddStrip( v, 10 );
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