Ez2dancer Arrows Now Show Correctly In Real and Club styles, however 2p cannot input correctly for Ez2dancer.
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@@ -37,6 +37,26 @@ float ArrowGetXPos( const PlayerOptions& po, int iColNum, float fYOffset, float
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float fColOffsetFromCenter = iColNum - (GAMEMAN->GetCurrentStyleDef()->m_iColsPerPlayer-1)/2.0f;
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float fPixelOffsetFromCenter = fColOffsetFromCenter * ARROW_SIZE;
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// BUG OR FEATURE??? THIS IS WHERE THE REAL COLUMN PLACEMENT HAPPENS!!!
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// GAMEMANAGER SITS AROUND ON ITS ASS DOING NOTHING
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//
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// As I know very little about this system, and as this is the only place I can think of that I
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// can possibly change my arrow placements, Ez2dancer column setups will be here until
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// somebody makes some other system. In the meantime, if it works, i'm using it.
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if ( GAMEMAN->m_CurGame == GAME_EZ2 )
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{
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fPixelOffsetFromCenter = fColOffsetFromCenter * ARROW_SIZE / 1.3f;
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if ( GAMEMAN->m_CurStyle == STYLE_EZ2_REAL ) // real gets MEGA squashed
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{
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fPixelOffsetFromCenter = fColOffsetFromCenter * ARROW_SIZE / 1.5f;
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}
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else if ( GAMEMAN->m_CurStyle == STYLE_EZ2_DOUBLE )
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{
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fPixelOffsetFromCenter = (fColOffsetFromCenter + 2.9f) * ARROW_SIZE / 1.3f;
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}
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}
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switch( po.m_EffectType )
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{
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case PlayerOptions::EFFECT_DRUNK:
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@@ -98,7 +98,7 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
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m_soundChange.Load( THEME->GetPathTo(SOUND_SELECT_STYLE_CHANGE) );
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m_soundSelect.Load( THEME->GetPathTo(SOUND_MENU_START) );
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m_soundInvalid.Load( THEME->GetPathTo(SOUND_MENU_INVALID) );
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// SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_SELECT_STYLE_INTRO) );
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@@ -289,7 +289,6 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
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// figure out whether we should add a player into the fray or not
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if( GAMEMAN->m_sMasterPlayerNumber != PLAYER_2 && GAMEMAN->m_sMasterPlayerNumber != PLAYER_1 )
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{
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GAMEMAN->m_sMasterPlayerNumber = p;
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if (p == PLAYER_1)
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{
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m_iSelectedStyle = 0;
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@@ -297,7 +296,10 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
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else
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{
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m_iSelectedStyle = 1;
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//m_soundInvalid.PlayRandom();
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//return;
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}
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// GAMEMAN->m_sMasterPlayerNumber = p;
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m_soundSelect.PlayRandom();
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ez2_lasttimercheck[1] = TIMER->GetTimeSinceStart(); // start the timer for going to next state
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}
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@@ -305,6 +307,8 @@ void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
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{
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m_iSelectedStyle = 2;
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m_soundSelect.PlayRandom();
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//m_soundInvalid.PlayRandom();
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//return;
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}
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TweenOffScreen();
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@@ -49,4 +49,5 @@ private:
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RandomSample m_soundChange;
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RandomSample m_soundSelect;
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RandomSample m_soundInvalid;
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};
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@@ -619,6 +619,11 @@ void ScreenEz2SelectStyle::MenuStart( PlayerNumber p )
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if ((m_iSelectedPlayer == 0 && p == PLAYER_2) || (m_iSelectedPlayer == 1 && p == PLAYER_1))
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{
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if (p == PLAYER_2) // CURRENTLY PLAYER 2 IS BROKEN
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{
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m_soundInvalid.PlayRandom();
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return;
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}
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m_soundSelect.PlayRandom();
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TweenPlyOffScreen();
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m_iSelectedPlayer = 2; // set to BOTH players now.
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