half-finished codes, options icons, and two new modifiers.
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@@ -100,9 +100,9 @@ ScreenStage::ScreenStage()
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//
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// Init common graphics
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//
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this->AddSubActor( &m_sprSongBackground ); // add background first so it draws bottom-most
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this->AddSubActor( &m_quadMask ); // add quad mask before stage so that it will block out the stage sprites
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this->AddSubActor( &m_frameStage );
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this->AddChild( &m_sprSongBackground ); // add background first so it draws bottom-most
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this->AddChild( &m_quadMask ); // add quad mask before stage so that it will block out the stage sprites
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this->AddChild( &m_frameStage );
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for( int i=0; i<4; i++ )
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{
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@@ -162,36 +162,36 @@ ScreenStage::ScreenStage()
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if ( g_StageType != STAGE_TYPE_EZ2 ) // Ez2dancer MUST have this graphic on-top
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{
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for( i=0; i<iNumChars; i++ )
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m_frameStage.AddSubActor( &m_sprNumbers[i] );
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m_frameStage.AddSubActor( &m_sprStage );
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m_frameStage.AddChild( &m_sprNumbers[i] );
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m_frameStage.AddChild( &m_sprStage );
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}
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}
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break;
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case MODE_FINAL:
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage final") );
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m_frameStage.AddSubActor( &m_sprStage );
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m_frameStage.AddChild( &m_sprStage );
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break;
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case MODE_EXTRA1:
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage extra1") );
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m_frameStage.AddSubActor( &m_sprStage );
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m_frameStage.AddChild( &m_sprStage );
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break;
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case MODE_EXTRA2:
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage extra2") );
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m_frameStage.AddSubActor( &m_sprStage );
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m_frameStage.AddChild( &m_sprStage );
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break;
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case MODE_ONI:
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage oni") );
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m_frameStage.AddSubActor( &m_sprStage );
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m_frameStage.AddChild( &m_sprStage );
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break;
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case MODE_ENDLESS:
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m_sprStage.Load( THEME->GetPathTo("Graphics","stage endless") );
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m_frameStage.AddSubActor( &m_sprStage );
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m_frameStage.AddChild( &m_sprStage );
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break;
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default:
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ASSERT(0);
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}
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this->AddSubActor( &m_Fade ); // fade should draw last, on top of everything else
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this->AddChild( &m_Fade ); // fade should draw last, on top of everything else
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m_Fade.SetOpened();
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@@ -204,7 +204,7 @@ ScreenStage::ScreenStage()
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const float fStageOffScreenY = CENTER_Y+fStageHeight;
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m_quadMask.SetDiffuseColor( D3DXCOLOR(0,0,0,0) );
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m_quadMask.SetDiffuse( D3DXCOLOR(0,0,0,0) );
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m_quadMask.StretchTo( CRect(SCREEN_LEFT, roundf(fStageOffScreenY-fStageHeight/2), SCREEN_RIGHT, roundf(fStageOffScreenY+fStageHeight/2)) );
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m_quadMask.SetZ( -1 ); // important: fill Z buffer with values that will cause subsequent draws to fail the Z test
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@@ -267,8 +267,8 @@ ScreenStage::ScreenStage()
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for( i=0; i<4; i++ ) // redefine the size of the numbers
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{
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m_sprNumbers[i].SetWidth( 200.0f ); // make the numbers that appear really big
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m_sprNumbers[i].SetHeight( 200.0f); // so they can 'shrink' onto the screen
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m_sprNumbers[i].ZoomToWidth( 200.0f ); // make the numbers that appear really big
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m_sprNumbers[i].ZoomToHeight( 200.0f); // so they can 'shrink' onto the screen
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}
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// m_frameStage.SetXY( CENTER_X, CENTER_Y );
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@@ -316,8 +316,8 @@ ScreenStage::ScreenStage()
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m_sprbgxtra.StopAnimating();
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m_sprbgxtra.SetState( bg_modeoffset ); // use the first element of the offset for this graphic
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m_sprbgxtra.SetXY( CENTER_X-30, CENTER_Y+180); // set it's initial XY coordinates
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m_sprbgxtra.SetHeight( 30 ); // set it's height and width. As we're only dealing with solid color
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m_sprbgxtra.SetWidth( SCREEN_WIDTH + 50 ); // stretching shouldn't be a concern.
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m_sprbgxtra.ZoomToHeight( 30 ); // set it's height and width. As we're only dealing with solid color
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m_sprbgxtra.ZoomToWidth( SCREEN_WIDTH + 50 ); // stretching shouldn't be a concern.
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m_sprbgxtra.SetRotation( -20 ); // rotate this graphic
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m_sprbgxtra.BeginTweening(0.3f); // start tweening
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m_sprbgxtra.SetTweenRotationZ( 0 ); // set the rotation we want it to finally appear as
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@@ -327,24 +327,24 @@ ScreenStage::ScreenStage()
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m_sprbg[0].SetXY( CENTER_X, CENTER_Y+150); // this is where we want the red bar graphic....
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if (ez2Final == 1) // however in final...
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m_sprbg[0].SetXY( CENTER_X-30, CENTER_Y-160); // we want it somewhere else
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m_sprbg[0].SetHeight( 100 ); // it's fairly high in normal
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m_sprbg[0].ZoomToHeight( 100 ); // it's fairly high in normal
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if (ez2Final == 1) // but in final...
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m_sprbg[0].SetHeight( 30 ); // it needs to be a bit more squashed
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m_sprbg[0].SetWidth( SCREEN_WIDTH + 50 ); // no matter what... it's this wide
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m_sprbg[0].ZoomToHeight( 30 ); // it needs to be a bit more squashed
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m_sprbg[0].ZoomToWidth( SCREEN_WIDTH + 50 ); // no matter what... it's this wide
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m_sprbg[0].SetRotation( -20 ); // and is initially this rotation
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m_sprbg[0].BeginTweening(0.3f); // start tweening
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m_sprbg[0].SetTweenRotationZ( 0 ); // and set the rotation to where we want it to end up
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m_sprbg[1].SetXY( CENTER_X-(SCREEN_WIDTH/2)-20, CENTER_Y+element_y_offsets);
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m_sprbg[1].SetHeight( SCREEN_HEIGHT - 140 );
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m_sprbg[1].SetWidth( 130 );
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m_sprbg[1].ZoomToHeight( SCREEN_HEIGHT - 140 );
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m_sprbg[1].ZoomToWidth( 130 );
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m_sprbg[1].SetRotation( -20 );
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m_sprbg[1].BeginTweening(0.3f);
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m_sprbg[1].SetTweenRotationZ( 0 );
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m_sprbg[2].SetXY( CENTER_X+430, CENTER_Y+element_y_offsets);
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m_sprbg[2].SetHeight( SCREEN_HEIGHT - 140 );
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m_sprbg[2].SetWidth( SCREEN_WIDTH + 50 );
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m_sprbg[2].ZoomToHeight( SCREEN_HEIGHT - 140 );
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m_sprbg[2].ZoomToWidth( SCREEN_WIDTH + 50 );
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m_sprbg[2].SetRotation( -20 );
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m_sprbg[2].BeginTweening(0.3f);
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m_sprbg[2].SetTweenX( CENTER_X );
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@@ -352,12 +352,12 @@ ScreenStage::ScreenStage()
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for (i=3; i>=0; i--) // work backwards as we wanna add em in reverse
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{
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m_frameStage.AddSubActor( &m_sprbg[i] );
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m_frameStage.AddChild( &m_sprbg[i] );
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}
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if (ez2Final == 1) // if we're in FINAL add that extra background element mentioned earlier.
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{
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m_frameStage.AddSubActor( &m_sprbgxtra );
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m_frameStage.AddChild( &m_sprbgxtra );
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}
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@@ -396,17 +396,17 @@ 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].SetDiffuseColor( D3DXCOLOR(1,1,1,1) ); // it's white
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m_ez2ukm[i].SetDiffuse( D3DXCOLOR(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 (ez2Final == 1)
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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].SetDiffuseColor( 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( 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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}
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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].SetDiffuseColor( 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( 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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}
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m_stagedesc[i].BeginTweening(0.5f); // start tweening the descriptions
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@@ -419,8 +419,8 @@ ScreenStage::ScreenStage()
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for (i=0; i<2; i++) // add the actors
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{
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m_frameStage.AddSubActor( &m_ez2ukm[i] );
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m_frameStage.AddSubActor( &m_stagedesc[i] );
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m_frameStage.AddChild( &m_ez2ukm[i] );
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m_frameStage.AddChild( &m_stagedesc[i] );
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}
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//////////////////////////////
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@@ -484,7 +484,7 @@ ScreenStage::ScreenStage()
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else // set 2
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m_sprScrollingBlobs[j][i].SetTweenX(CENTER_X+(SCREEN_WIDTH/2)+30-70-(i*30.0f));
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m_frameStage.AddSubActor( &m_sprScrollingBlobs[j][i] ); // add the actor
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m_frameStage.AddChild( &m_sprScrollingBlobs[j][i] ); // add the actor
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}
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}
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@@ -527,11 +527,11 @@ ScreenStage::ScreenStage()
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m_stagename.SetText( "" ); // make this text disappear.
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}
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m_stagename.SetDiffuseColor( 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( 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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if (ez2Final == 1) // if we're final stage
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{
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m_stagename.SetDiffuseColor( 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( 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.SetText( "THE FINAL STAGE" );
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stage_mode = MODE_FINAL; // set back to final again.
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ez2Final = 0;
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@@ -540,7 +540,7 @@ ScreenStage::ScreenStage()
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m_stagename.BeginTweening(0.5f); // start tweening them to their new home
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m_stagename.SetTweenX(CENTER_X+70); // set their new locations
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m_frameStage.AddSubActor( &m_stagename ); //add the actor
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m_frameStage.AddChild( &m_stagename ); //add the actor
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//////////////////////////////
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// END stage name //
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//////////////////////////////
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@@ -549,8 +549,8 @@ ScreenStage::ScreenStage()
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CString sStageNo = ssprintf("%d", iStageNo);
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const int iNumChars = sStageNo.GetLength()+1;
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for( i=0; i<iNumChars; i++ )
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m_frameStage.AddSubActor( &m_sprNumbers[i] );
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m_frameStage.AddSubActor( &m_sprStage );
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m_frameStage.AddChild( &m_sprNumbers[i] );
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m_frameStage.AddChild( &m_sprStage );
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m_sprStage.SetZoom( 0 ); // hide this element for Ez2 :)
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}
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