DifficultyDisplay -> StepsDisplay (reduce confusion with DifficultyDisplayType)
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@@ -49,7 +49,7 @@
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#include "Game.h"
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#include "ActiveAttackList.h"
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#include "Player.h"
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#include "DifficultyDisplay.h"
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#include "StepsDisplay.h"
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#include "XmlFile.h"
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#include "Background.h"
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#include "Foreground.h"
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@@ -115,7 +115,7 @@ PlayerInfo::PlayerInfo()
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m_pActiveAttackList = NULL;
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m_pPlayer = NULL;
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m_pInventory = NULL;
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m_pDifficultyDisplay = NULL;
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m_pStepsDisplay = NULL;
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}
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void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int iAddToDifficulty )
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@@ -184,7 +184,7 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int
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m_pActiveAttackList = NULL;
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m_pPlayer = new Player( m_NoteData, bShowNoteField );
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m_pInventory = NULL;
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m_pDifficultyDisplay = NULL;
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m_pStepsDisplay = NULL;
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if( IsMultiPlayer() )
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{
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@@ -220,7 +220,7 @@ PlayerInfo::~PlayerInfo()
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SAFE_DELETE( m_pActiveAttackList );
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SAFE_DELETE( m_pPlayer );
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SAFE_DELETE( m_pInventory );
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SAFE_DELETE( m_pDifficultyDisplay );
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SAFE_DELETE( m_pStepsDisplay );
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}
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void PlayerInfo::ShowOniGameOver()
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@@ -626,15 +626,15 @@ void ScreenGameplay::Init()
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//
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// Difficulty icon and meter
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//
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ASSERT( pi->m_pDifficultyDisplay == NULL );
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pi->m_pDifficultyDisplay = new DifficultyDisplay;
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pi->m_pDifficultyDisplay->Load("DifficultyDisplayGameplay", pi->GetPlayerState() );
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pi->m_pDifficultyDisplay->SetName( ssprintf("DifficultyDisplay%s",pi->GetName().c_str()) );
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ASSERT( pi->m_pStepsDisplay == NULL );
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pi->m_pStepsDisplay = new StepsDisplay;
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pi->m_pStepsDisplay->Load("StepsDisplayGameplay", pi->GetPlayerState() );
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pi->m_pStepsDisplay->SetName( ssprintf("StepsDisplay%s",pi->GetName().c_str()) );
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PlayerNumber pn = pi->GetStepsAndTrailIndex();
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if( pn != PlayerNumber_Invalid )
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pi->m_pDifficultyDisplay->PlayCommand( "Set" + pi->GetName() );
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LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_pDifficultyDisplay );
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this->AddChild( pi->m_pDifficultyDisplay );
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pi->m_pStepsDisplay->PlayCommand( "Set" + pi->GetName() );
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LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_pStepsDisplay );
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this->AddChild( pi->m_pStepsDisplay );
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// switch( GAMESTATE->m_PlayMode )
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// {
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@@ -1087,8 +1087,8 @@ void ScreenGameplay::LoadNextSong()
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if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType==SongOptions::LIFE_BAR && pi->m_pLifeMeter )
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pi->m_pLifeMeter->UpdateNonstopLifebar();
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if( pi->m_pDifficultyDisplay )
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pi->m_pDifficultyDisplay->SetFromSteps( pSteps );
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if( pi->m_pStepsDisplay )
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pi->m_pStepsDisplay->SetFromSteps( pSteps );
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/* The actual note data for scoring is the base class of Player. This includes
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* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
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@@ -1138,8 +1138,8 @@ void ScreenGameplay::LoadNextSong()
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{
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bool bReverse = pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1;
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if( pi->m_pDifficultyDisplay )
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pi->m_pDifficultyDisplay->PlayCommand( bReverse? "SetReverse":"SetNoReverse" );
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if( pi->m_pStepsDisplay )
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pi->m_pStepsDisplay->PlayCommand( bReverse? "SetReverse":"SetNoReverse" );
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}
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m_LyricDisplay.PlayCommand( bAllReverse? "SetReverse": bAtLeastOneReverse? "SetOneReverse": "SetNoReverse" );
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