working on Disney Rave "Magic Dance" battle mode
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@@ -222,7 +222,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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m_TimingAssist.Load((PlayerNumber)p, &m_Player[p]);
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m_ActiveItemList[p].Init( (PlayerNumber)p, &m_Inventory );
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m_ActiveItemList[p].Init( (PlayerNumber)p );
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/* Position it in LoadNextSong. */
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this->AddChild( &m_ActiveItemList[p] );
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@@ -398,8 +398,11 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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m_BPMDisplay.SetZoom( BPM_ZOOM );
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this->AddChild( &m_BPMDisplay );
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m_Inventory.RefreshPossibleItems();
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this->AddChild( &m_Inventory );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_Inventory[p].Load( (PlayerNumber)p );
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this->AddChild( &m_Inventory[p] );
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}
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if( !bDemonstration ) // only load if we're going to use it
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@@ -573,7 +576,7 @@ void ScreenGameplay::LoadNextSong()
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NoteData pNewNoteData;
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pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &pOriginalNoteData, &pNewNoteData );
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m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pScoreDisplay[p], &m_Inventory, m_pScoreKeeper[p] );
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m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pScoreDisplay[p], &m_Inventory[p], m_pScoreKeeper[p] );
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m_TimingAssist.Reset();
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}
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@@ -1074,7 +1077,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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}
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if( iItemSlot != -1 )
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m_Inventory.UseItem( MenuI.player, iItemSlot );
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m_Inventory[MenuI.player].UseAttack( iItemSlot );
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}
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}
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@@ -1110,7 +1113,7 @@ void SaveChanges()
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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{
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// FIXME
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// FIXME!!!
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//for( int i=0; i<m_apSongsQueue.size(); i++ )
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// m_apSongsQueue[i]->Save();
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}
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@@ -1214,7 +1217,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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}
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m_Inventory.RemoveAllActiveItems();
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GAMESTATE->RemoveAllActiveAttacks();
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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