3.0 beta 4
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@@ -26,11 +26,14 @@
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#include "AnnouncerManager.h"
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const ScreenMessage SM_StartFadingOut = ScreenMessage(SM_User + 1);
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const ScreenMessage SM_DoneFadingIn = ScreenMessage(SM_User + 2);
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const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 3);
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ScreenStage::ScreenStage()
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{
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m_pNextScreen = NULL;
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m_textStage.Load( THEME->GetPathTo(FONT_STAGE) );
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m_textStage.TurnShadowOff();
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@@ -79,7 +82,8 @@ ScreenStage::ScreenStage()
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m_textStage.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,1) );
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this->AddActor( &m_textStage );
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this->SendScreenMessage( SM_StartFadingOut, 3 );
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this->SendScreenMessage( SM_DoneFadingIn, 0.6f );
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this->SendScreenMessage( SM_StartFadingOut, 1.2f );
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}
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@@ -92,8 +96,11 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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m_textStage.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
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this->SendScreenMessage( SM_GoToNextState, 0.8f );
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break;
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case SM_DoneFadingIn:
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m_pNextScreen = new ScreenGameplay;
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break;
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case SM_GoToNextState:
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SCREENMAN->SetNewScreen( new ScreenGameplay );
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SCREENMAN->SetNewScreen( m_pNextScreen );
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break;
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}
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}
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