Allow AutoActors for Stage and CouseNumber
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@@ -295,9 +295,9 @@ void ScreenGameplay::Init()
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// Add LifeFrame
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//
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m_sprLifeFrame.Load( THEME->GetPathG(m_sName,bBattery?"oni life frame":"life frame") );
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m_sprLifeFrame.SetName( "LifeFrame" );
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m_sprLifeFrame->SetName( "LifeFrame" );
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SET_XY( m_sprLifeFrame );
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this->AddChild( &m_sprLifeFrame );
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this->AddChild( m_sprLifeFrame );
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//
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// Add score frame
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@@ -456,11 +456,7 @@ void ScreenGameplay::Init()
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//
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// Add stage / SongNumber
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//
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m_sprStage.SetName( "Stage" );
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SET_XY( m_sprStage );
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m_sprCourseSongNumber.SetName( "CourseSongNumber" );
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SET_XY( m_sprCourseSongNumber );
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FOREACH_EnabledPlayer(p)
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{
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@@ -485,13 +481,21 @@ void ScreenGameplay::Init()
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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m_sprStage.Load( THEME->GetPathG(m_sName,"stage "+GAMESTATE->GetStageText()) );
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this->AddChild( &m_sprStage );
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m_sprStage.Load( THEME->GetPathG(m_sName,"stage "+StageToString(GAMESTATE->GetCurrentStage())) );
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m_sprStage->SetName( "Stage" );
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SET_XY( m_sprStage );
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this->AddChild( m_sprStage );
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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this->AddChild( &m_sprCourseSongNumber );
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for( int i=0; i<MAX_COURSE_SONG_NUMBER_GRAPHICS; i++ )
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{
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m_sprCourseSongNumber[i].Load( THEME->GetPathG( m_sName, ssprintf("course song %i",i+1)) );
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m_sprCourseSongNumber[i]->SetName( "CourseSongNumber" );
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SET_XY( m_sprCourseSongNumber[i] );
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this->AddChild( m_sprCourseSongNumber[i] );
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}
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FOREACH_EnabledPlayer( p )
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this->AddChild( &m_textCourseSongNumber[p] );
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@@ -859,16 +863,12 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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}
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}
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void ScreenGameplay::LoadCourseSongNumber( int SongNumber )
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void ScreenGameplay::LoadCourseSongNumber( int iSongNumber )
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{
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if( !GAMESTATE->IsCourseMode() )
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return;
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const CString path = THEME->GetPathG( m_sName, ssprintf("course song %i",SongNumber+1), true );
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if( path != "" )
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m_sprCourseSongNumber.Load( path );
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else
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m_sprCourseSongNumber.UnloadTexture();
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for( int i=0; i<MAX_COURSE_SONG_NUMBER_GRAPHICS; i++ )
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m_sprCourseSongNumber[i]->SetHidden( i != iSongNumber );
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}
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void ScreenGameplay::LoadNextSong()
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@@ -2398,13 +2398,13 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_NextSong.Reset();
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m_NextSong.StartTransitioning( SM_LoadNextSong );
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LoadCourseSongNumber( GAMESTATE->GetCourseSongIndex()+1 );
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COMMAND( m_sprCourseSongNumber, "ChangeIn" );
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COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()], "ChangeIn" );
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}
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else if( SM == SM_LoadNextSong )
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{
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SongFinished();
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COMMAND( m_sprCourseSongNumber, "ChangeOut" );
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COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()], "ChangeOut" );
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LoadNextSong();
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GAMESTATE->m_bPastHereWeGo = true;
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@@ -2541,7 +2541,7 @@ void ScreenGameplay::TweenOnScreen()
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{
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ON_COMMAND( m_sprLifeFrame );
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ON_COMMAND( m_sprStage );
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ON_COMMAND( m_sprCourseSongNumber );
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ON_COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()] );
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ON_COMMAND( m_sprStageFrame );
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ON_COMMAND( m_textSongOptions );
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ON_COMMAND( m_sprScoreFrame );
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@@ -2579,7 +2579,7 @@ void ScreenGameplay::TweenOffScreen()
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OFF_COMMAND( m_sprLifeFrame );
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OFF_COMMAND( m_sprStage );
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OFF_COMMAND( m_sprCourseSongNumber );
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OFF_COMMAND( m_sprCourseSongNumber[GAMESTATE->GetCourseSongIndex()] );
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OFF_COMMAND( m_sprStageFrame );
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OFF_COMMAND( m_textSongOptions );
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OFF_COMMAND( m_sprScoreFrame );
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