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@@ -26,11 +26,20 @@
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#define STAGE_SCREEN_TYPE THEME->GetMetricI("General","StageScreenType")
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enum StageScreenTypes // magic number nuker! for use with the metrics
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{
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SCREENTYPE_DANCE,
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SCREENTYPE_PUMP,
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SCREENTYPE_EZ2
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};
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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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enum StageType
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{
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TYPE_NORMAL,
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@@ -156,6 +165,164 @@ ScreenStage::ScreenStage()
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}
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m_sprStage.SetX( fStageCenterX );
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/////////////////////////
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// EZ2 TYPE DEFINITION //
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/////////////////////////
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if ( STAGE_SCREEN_TYPE == SCREENTYPE_EZ2) // Initialize and manipulate existing graphics for Ez2dancer Screen Type
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{
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for( i=0; i<iNumChars; i++ ) // redefine the size of the numbers
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{
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m_sprNumbers[i].SetWidth( 200.0f );
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m_sprNumbers[i].SetHeight( 200.0f);
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}
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m_frameStage.SetXY( CENTER_X - 140, CENTER_Y ); // align the big number
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for( i=0; i<iNumChars; i++)
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{
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m_sprNumbers[i].SetZoom( 20.0f ); // make it really really big
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m_sprNumbers[i].SetRotation( 10 ); // make this thing rotated
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m_sprNumbers[i].BeginTweening(0.8f, Actor::TWEEN_BIAS_BEGIN );
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m_sprNumbers[i].SetTweenZoom( 1.0f ); // shrink it down to it's proper size
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m_sprNumbers[i].SetTweenRotationZ( 0 ); // make it rotate into place
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}
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// scroll in the name of the game (ez2dancer ukmove) across the top of the screen
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for (i=0; i<2; i++) // specify the font file.
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{
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m_ez2ukm[i].LoadFromFont( THEME->GetPathTo("Fonts","stage") );
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m_ez2ukm[i].TurnShadowOff();
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}
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m_ez2ukm[0].SetXY( fStageCenterX-400, 0-220 ); // set the intiial UKMOVE positions
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m_ez2ukm[1].SetXY( fStageCenterX+400, 0+220 );
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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" );
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m_ez2ukm[i].SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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m_ez2ukm[i].BeginTweening(0.5f);
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}
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m_ez2ukm[0].SetTweenX(fStageCenterX+90); // set their new locations
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m_ez2ukm[1].SetTweenX(fStageCenterX-170);
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for (i=0; i<2; i++)
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{
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m_frameStage.AddSubActor( &m_ez2ukm[i] );
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}
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// Background Blocks rotate their way in
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for (i=0; i<3; i++)
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{
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m_sprbg[i].Load( THEME->GetPathTo("Graphics","stage elements") );
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m_sprbg[i].StopAnimating();
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m_sprbg[i].SetState( i );
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}
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m_sprbg[0].SetXY( fStageCenterX-30, 0+150);
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m_sprbg[0].SetHeight( 100 );
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m_sprbg[0].SetWidth( SCREEN_WIDTH + 50 );
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m_sprbg[0].SetRotation( -20 );
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m_sprbg[0].BeginTweening(0.3f);
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m_sprbg[0].SetTweenRotationZ( 0 );
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m_sprbg[1].SetXY( fStageCenterX-(SCREEN_WIDTH/2)-20, 0);
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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].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( fStageCenterX+430, 0);
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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].SetRotation( -20 );
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m_sprbg[2].BeginTweening(0.3f);
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m_sprbg[2].SetTweenX( fStageCenterX - 30 );
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m_sprbg[2].SetTweenRotationZ( 0 );
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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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}
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// 20 Scrolling Blobs come in one at a time from either side at the bottom in the following code:
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for( int j=0; j<2; j++)
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{
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for (i=0; i<20; i++)
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{
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m_sprScrollingBlobs[j][i].Load( THEME->GetPathTo("Graphics","stage elements") );
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m_sprScrollingBlobs[j][i].StopAnimating();
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m_sprScrollingBlobs[j][i].SetState( 3 );
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}
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}
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for( j=0; j<2; j++)
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{
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for (i=0; i<20; i++)
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{
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if (j == 0)
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m_sprScrollingBlobs[j][i].SetXY( fStageCenterX-(SCREEN_WIDTH/2)-500-((i*i)*4), 135 );
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else
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m_sprScrollingBlobs[j][i].SetXY( fStageCenterX+(SCREEN_WIDTH/2)+500-((i*i)*4), 170 );
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}
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}
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for( j=0; j<2; j++)
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{
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for (i=0; i<20; i++)
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{
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m_sprScrollingBlobs[j][i].BeginTweening(0.2f * i / 7);
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if (j == 0)
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m_sprScrollingBlobs[j][i].SetTweenX(fStageCenterX-(SCREEN_WIDTH/2)+(i*30.0f));
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else
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m_sprScrollingBlobs[j][i].SetTweenX(fStageCenterX+(SCREEN_WIDTH/2)-70-(i*30.0f));
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m_frameStage.AddSubActor( &m_sprScrollingBlobs[j][i] );
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}
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}
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// write the stage name
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m_stagename.LoadFromFont( THEME->GetPathTo("Fonts","stage") );
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m_stagename.TurnShadowOff();
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m_stagename.SetXY( fStageCenterX+400, 0+20 );
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switch (iStageNo)
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{
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case 0: m_stagename.SetText( "THE NEXT STAGE" ); break;
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case 1: m_stagename.SetText( "THE FIRST STAGE" ); break;
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case 2: m_stagename.SetText( "THE SECOND STAGE" ); break;
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case 3: m_stagename.SetText( "THE THIRD STAGE" ); break;
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case 4: m_stagename.SetText( "THE FOURTH STAGE" ); break;
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case 5: m_stagename.SetText( "THE FIFTH STAGE" ); break;
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case 6: m_stagename.SetText( "THE SIXTH STAGE" ); break;
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case 7: m_stagename.SetText( "THE SEVENTH STAGE" ); break;
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default: m_stagename.SetText("THE NEXT STAGE"); break;
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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) );
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m_stagename.BeginTweening(0.5f);
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m_stagename.SetTweenX(fStageCenterX+70); // set their new locations
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m_frameStage.AddSubActor( &m_stagename );
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}
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////////////////////////////
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// END EZ2 TYPE DEFINITION//
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////////////////////////////
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////////////////
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// PUMP STUFF //
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////////////////
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m_pSong = GAMESTATE->m_pCurSong;
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m_sprSongBackground.Load( m_pSong->HasBackground() ? m_pSong->GetBackgroundPath() : THEME->GetPathTo("Graphics","fallback background"), true, 4, 0, true );
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m_sprSongBackground.StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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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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@@ -195,18 +362,26 @@ void ScreenStage::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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m_quadMask.Update( fDeltaTime );
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m_frameStage.Update( fDeltaTime );
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m_Fade.Update( fDeltaTime );
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m_sprSongBackground.Update( fDeltaTime );
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}
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void ScreenStage::DrawPrimitives()
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{
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DISPLAY->EnableZBuffer();
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m_quadMask.Draw();
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if ( STAGE_SCREEN_TYPE == SCREENTYPE_DANCE) // only DANCE uses the quadmask
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m_quadMask.Draw();
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m_frameStage.Draw();
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DISPLAY->DisableZBuffer();
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m_Fade.Draw();
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if ( STAGE_SCREEN_TYPE == SCREENTYPE_PUMP) // only PUMP uses the song background on the stage screen
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m_sprSongBackground.Draw();
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}
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void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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