Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.
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@@ -206,7 +206,7 @@ ScreenStage::ScreenStage()
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/* The quadMask masks out draws via Z; it doesn't actually erase
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* anything, so make it transparent. */
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m_quadMask.SetDiffuse( D3DXCOLOR(0,0,0,0) );
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m_quadMask.SetDiffuse( RageColor(0,0,0,0) );
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m_quadMask.StretchTo( CRect(SCREEN_LEFT, int(roundf(fStageOffScreenY-fStageHeight/2)),
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SCREEN_RIGHT, int(roundf(fStageOffScreenY+fStageHeight/2))) );
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/* Put the quad mask on top, so draws to the Stage will be "under" it. */
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@@ -381,17 +381,17 @@ ScreenStage::ScreenStage()
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for (i=0; i<2; i++) // initialize the UK MOVE text and positions
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{
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m_ez2ukm[i].SetText( "STEPMANIA EZ2 MOVE" ); // choose something better if you like ;)
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m_ez2ukm[i].SetDiffuse( D3DXCOLOR(1,1,1,1) ); // it's white
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m_ez2ukm[i].SetDiffuse( RageColor(1,1,1,1) ); // it's white
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m_ez2ukm[i].BeginTweening(0.5f); // start it tweening
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if (stage_mode == MODE_FINAL)
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{
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m_stagedesc[i].SetText( "FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL" ); // this is the desc text for final stage
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m_stagedesc[i].SetDiffuse( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // it's blueish
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m_stagedesc[i].SetDiffuse( RageColor(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // it's blueish
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}
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else
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{
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m_stagedesc[i].SetText( "NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT" ); // normal stages use this text
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m_stagedesc[i].SetDiffuse( D3DXCOLOR(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // it's orangey
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m_stagedesc[i].SetDiffuse( RageColor(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // it's orangey
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}
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m_stagedesc[i].BeginTweening(0.5f); // start tweening the descriptions
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@@ -496,11 +496,11 @@ ScreenStage::ScreenStage()
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default: m_stagename.SetText( "" ); break; // make this text disappear.
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}
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m_stagename.SetDiffuse( D3DXCOLOR(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // orangey colour
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m_stagename.SetDiffuse( RageColor(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // orangey colour
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if (stage_mode == MODE_FINAL) // if we're final stage
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{
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m_stagename.SetDiffuse( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // blueish colour
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m_stagename.SetDiffuse( RageColor(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // blueish colour
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m_stagename.SetText( "THE FINAL STAGE" );
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}
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