Long Marathon and Marathon Ver logic and graphics (floating bubble still to come)
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@@ -810,9 +810,7 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
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m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
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else if( m_ResultMode == RM_ARCADE_STAGE )
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{
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if( GAMESTATE->m_iCurrentStageIndex < PREFSMAN->m_iNumArcadeStages-1 )
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m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
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else
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if( GAMESTATE->IsFinalStage() )
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{
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/* Tween the screen out, but leave the MenuElements where they are.
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* Play the "swoosh" sound manually (would normally be played by the ME
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@@ -821,6 +819,10 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
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TweenOffScreen();
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SCREENMAN->SendMessageToTopScreen( SM_GoToFinalEvaluation, MENU_ELEMENTS_TWEEN_TIME );
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}
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else
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{
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m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
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}
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}
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else
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m_Menu.TweenOffScreenToBlack( SM_GoToGameFinished, false );
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@@ -829,7 +831,10 @@ void ScreenEvaluation::MenuStart( PlayerNumber pn )
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switch( m_ResultMode )
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{
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case RM_ARCADE_STAGE:
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GAMESTATE->m_iCurrentStageIndex++; // Increment the stage counter.
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// Increment the stage counter.
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int iNumStagesOfLastSong;
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iNumStagesOfLastSong = SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong );
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GAMESTATE->m_iCurrentStageIndex += iNumStagesOfLastSong;
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// add current stage stats to accumulated total only if this song was passed
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{
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