fix eval showing one stage later than expected
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@@ -6,25 +6,34 @@ local t = Def.ActorFrame {};
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t[#t+1] = Def.ActorFrame {
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t[#t+1] = Def.ActorFrame {
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LoadActor(THEME:GetPathB("_frame","3x3"),"rounded black",64,12);
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LoadActor(THEME:GetPathB("_frame","3x3"),"rounded black",64,12);
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LoadFont("Common Normal") .. {
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LoadFont("Common Normal") .. {
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InitCommand=cmd(y,-1;shadowlength,1;playcommand,"Set");
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InitCommand=cmd(y,-1;shadowlength,1;);
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SetCommand=function(self)
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BeginCommand=function(self)
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if GAMESTATE:GetCurrentCourse() then
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local top = SCREENMAN:GetTopScreen()
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self:settext( GAMESTATE:GetCurrentStageIndex()+1 .. " / " .. GAMESTATE:GetCurrentCourse():GetEstimatedNumStages() );
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if top then
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elseif GAMESTATE:IsEventMode() then
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if not string.find(top:GetName(),"ScreenEvaluation") then
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self:settextf("Stage %s", curStageIndex+1);
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curStageIndex = curStageIndex + 1
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else
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end
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if THEME:GetMetric(curScreen,"StageDisplayUseShortString") then
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end
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self:settextf("%s", ToEnumShortString(curStage));
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self:playcommand("Set")
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self:zoom(0.75);
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end;
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else
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SetCommand=function(self)
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self:settextf("%s Stage", ToEnumShortString(curStage));
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if GAMESTATE:GetCurrentCourse() then
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self:zoom(1);
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self:settext( curStageIndex+1 .. " / " .. GAMESTATE:GetCurrentCourse():GetEstimatedNumStages() );
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end;
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elseif GAMESTATE:IsEventMode() then
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end;
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self:settextf("Stage %s", curStageIndex);
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-- StepMania is being stupid so we have to do this here;
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else
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self:diffuse(StageToColor(curStage));
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if THEME:GetMetric(curScreen,"StageDisplayUseShortString") then
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self:diffusetopedge(ColorLightTone(StageToColor(curStage)));
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self:settextf("%s", ToEnumShortString(curStage));
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end;
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self:zoom(0.75);
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else
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self:settextf("%s Stage", ToEnumShortString(curStage));
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self:zoom(1);
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end;
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end;
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-- StepMania is being stupid so we have to do this here;
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self:diffuse(StageToColor(curStage));
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self:diffusetopedge(ColorLightTone(StageToColor(curStage)));
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end;
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};
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};
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};
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};
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return t
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return t
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