Ez2dancer Evaluation Board Looking Almost like it should.
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@@ -208,10 +208,21 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
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{
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m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y + 120);
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}
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else if ((l == 1 || l == 3 || l == 5) && GAMEMAN->m_CurGame == GAME_EZ2)
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else if ((l == 1 || l == 3 ) && GAMEMAN->m_CurGame == GAME_EZ2)
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{
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m_textJudgeNumbers[l][p].SetZoomX(0); // Hide These Ones
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}
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else if (l == 5) // sneakily use this one for the max combo.
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{
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if (p == PLAYER_1)
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{
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m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]-40, JUDGE_EZ2_COOL_Y + 180);
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}
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else
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{
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m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]+40, JUDGE_EZ2_COOL_Y + 180);
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}
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}
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this->AddActor( &m_textJudgeNumbers[l][p] );
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}
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@@ -313,6 +324,13 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
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m_textJudgeNumbers[4][p].SetText( ssprintf("%4d", GS[p].miss) );
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m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", GS[p].ok) );
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// SNEAKY! We take the max combo, and put it into element 5, because Ez2dancer
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// doesn't care for OK's and plus this text element is already nicely aligned =)
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if (GAMEMAN->m_CurGame == GAME_EZ2)
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{
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m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", GS[p].max_combo) );
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}
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m_ScoreDisplay[p].SetScore( (float)GS[p].max_combo * 1000 );
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m_ScoreDisplay[p].SetScore( (float)GS[p].score );
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