Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.
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@@ -51,7 +51,7 @@ ScreenManager::ScreenManager()
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m_textSystemMessage.SetXY( 4.0f, 4.0f );
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m_textSystemMessage.SetZoom( 0.5f );
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m_textSystemMessage.SetShadowLength( 2 );
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m_textSystemMessage.SetDiffuse( D3DXCOLOR(1,1,1,0) );
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m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
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}
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@@ -182,6 +182,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
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#include "ScreenStage.h"
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#include "ScreenTitleMenu.h"
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#include "ScreenEz2SelectMusic.h"
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#include "ScreenNetworkGame.h"
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#include "ScreenPrompt.h"
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#include "ScreenTextEntry.h"
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@@ -220,6 +221,7 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
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else if( 0==stricmp(sClassName, "ScreenStage") ) return new ScreenStage;
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else if( 0==stricmp(sClassName, "ScreenTitleMenu") ) return new ScreenTitleMenu;
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// else if( 0==stricmp(sClassName, "ScreenEz2SelectMusic") ) return new ScreenEz2SelectMusic;
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else if( 0==stricmp(sClassName, "ScreenNetworkGame") ) return new ScreenNetworkGame;
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else
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throw RageException( "Invalid Screen class name '%s'", sClassName );
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}
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@@ -306,10 +308,10 @@ void ScreenManager::SystemMessage( CString sMessage )
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// Look for an open spot
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m_textSystemMessage.StopTweening();
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m_textSystemMessage.SetText( sMessage );
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m_textSystemMessage.SetDiffuse( D3DXCOLOR(1,1,1,1) );
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m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) );
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m_textSystemMessage.BeginTweening( 5 );
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m_textSystemMessage.BeginTweening( 1 );
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m_textSystemMessage.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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m_textSystemMessage.SetTweenDiffuse( RageColor(1,1,1,0) );
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LOG->Trace( "WARNING: Didn't find an empty system messages slot." );
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}
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