Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.
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+13
-12
@@ -22,6 +22,7 @@
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#include "SongManager.h"
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#include "GameState.h"
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#include "RageLog.h"
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#include "RageMath.h"
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#define JUDGE_PERFECT_ZOOM_X THEME->GetMetricF("Player","JudgePerfectZoomX")
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@@ -283,7 +284,7 @@ void Player::DrawPrimitives()
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{
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m_frameCombo.Draw(); // draw this below everything else
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D3DXMATRIX matOldView, matOldProj;
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RageMatrix matOldView, matOldProj;
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
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{
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@@ -292,26 +293,26 @@ void Player::DrawPrimitives()
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DISPLAY->GetProjectionTransform( &matOldProj );
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// construct view and project matrix
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D3DXMATRIX matNewView;
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RageMatrix matNewView;
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll )
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D3DXMatrixLookAtLH(
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RageMatrixLookAtLH(
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&matNewView,
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&D3DXVECTOR3( CENTER_X, GetY()-300.0f, 400.0f ),
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&D3DXVECTOR3( CENTER_X, GetY()+100.0f, 0.0f ),
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&D3DXVECTOR3( 0.0f, -1.0f, 0.0f )
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&RageVector3( CENTER_X, GetY()-300.0f, 400.0f ),
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&RageVector3( CENTER_X, GetY()+100.0f, 0.0f ),
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&RageVector3( 0.0f, -1.0f, 0.0f )
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);
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else
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D3DXMatrixLookAtLH(
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RageMatrixLookAtLH(
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&matNewView,
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&D3DXVECTOR3( CENTER_X, GetY()+800.0f, 400.0f ),
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&D3DXVECTOR3( CENTER_X, GetY()+400.0f, 0.0f ),
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&D3DXVECTOR3( 0.0f, -1.0f, 0.0f )
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&RageVector3( CENTER_X, GetY()+800.0f, 400.0f ),
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&RageVector3( CENTER_X, GetY()+400.0f, 0.0f ),
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&RageVector3( 0.0f, -1.0f, 0.0f )
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);
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DISPLAY->SetViewTransform( &matNewView );
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D3DXMATRIX matNewProj;
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D3DXMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
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RageMatrix matNewProj;
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RageMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
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DISPLAY->SetProjectionTransform( &matNewProj );
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}
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