fix transitions in ScreenGameplay
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@@ -46,7 +46,7 @@
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CourseEntryDisplay::CourseEntryDisplay()
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{
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m_sprFrame.Load( THEME->GetPathTo("Graphics","select course content bar") );
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m_sprFrame.Load( THEME->GetPathTo("Graphics","CourseEntryDisplay bar") );
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this->AddChild( &m_sprFrame );
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m_textNumber.LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
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@@ -57,7 +57,7 @@ CourseEntryDisplay::CourseEntryDisplay()
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m_TextBanner.SetXY( TEXT_BANNER_X, TEXT_BANNER_Y );
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this->AddChild( &m_TextBanner );
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m_textFoot.LoadFromTextureAndChars( THEME->GetPathTo("Graphics","select music meter 2x1"),"10" );
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m_textFoot.LoadFromTextureAndChars( THEME->GetPathTo("Graphics","CourseEntryDisplay difficulty 2x1"),"10" );
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m_textFoot.SetXY( FOOT_X, FOOT_Y );
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m_textFoot.EnableShadow( false );
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this->AddChild( &m_textFoot );
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@@ -470,8 +470,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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if( !bDemonstration ) // only load if we're going to use it
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{
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m_soundFail.Load( THEME->GetPathTo("Sounds","ScreenGameplay failed") );
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m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","ScreenGameplay extra") );
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m_soundOniDie.Load( THEME->GetPathTo("Sounds","ScreenGameplay oni die") );
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m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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@@ -1480,7 +1478,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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// this->SendScreenMessage( SM_GoToScreenAfterFail, 0.2f );
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// SCREENMAN->SendMessageToTopScreen( SM_PlayFailComment, 1.0f );
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m_Failed.StartTransitioning( SM_GoToScreenAfterFail );
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m_soundFail.PlayRandom();
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// make the background invisible so we don't waste power drawing it
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m_Background.BeginTweening( 1 );
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@@ -142,9 +142,7 @@ protected:
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Sprite m_sprOniGameOver[NUM_PLAYERS];
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void ShowOniGameOver( PlayerNumber pn );
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RandomSample m_soundFail;
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RandomSample m_soundOniDie;
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RandomSample m_soundTryExtraStage;
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RandomSample m_announcerReady;
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RandomSample m_announcerHereWeGo;
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RandomSample m_announcerDanger;
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@@ -451,6 +451,9 @@ void ScreenOptions::StartGoToNextState()
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void ScreenOptions::MenuStart( PlayerNumber pn )
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{
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if( m_Menu.IsTransitioning() )
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return;
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if( PREFSMAN->m_bArcadeOptionsNavigation )
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{
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bool bAllOnExit = true;
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@@ -219,10 +219,10 @@ void ScreenPlayerOptions::DrawPrimitives()
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void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( type == IET_FIRST_PRESS &&
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!m_Menu.m_In.IsTransitioning() &&
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if( !m_Menu.m_In.IsTransitioning() &&
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MenuI.IsValid() &&
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MenuI.button == MENU_BUTTON_START &&
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type != IET_RELEASE &&
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PREFSMAN->m_bShowSongOptions )
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{
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if( m_bAcceptedChoices && !m_bGoToOptions )
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@@ -254,6 +254,9 @@ void ScreenSelectGroup::MenuDown( PlayerNumber pn )
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void ScreenSelectGroup::MenuStart( PlayerNumber pn )
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{
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if( m_bChosen )
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return;
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m_soundSelect.PlayRandom();
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m_Menu.m_MenuTimer.Stop();
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m_bChosen = true;
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