merge special transitions into one
This commit is contained in:
@@ -95,7 +95,6 @@ PlayerInfo::PlayerInfo()
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m_pSecondaryScoreKeeper = NULL;
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m_ptextPlayerOptions = NULL;
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m_pActiveAttackList = NULL;
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m_pWin = NULL;
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m_pPlayer = NULL;
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m_pInventory = NULL;
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m_pDifficultyIcon = NULL;
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@@ -175,7 +174,6 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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m_pWin = new Transition;
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break;
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}
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@@ -218,7 +216,6 @@ PlayerInfo::~PlayerInfo()
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SAFE_DELETE( m_pSecondaryScoreKeeper );
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SAFE_DELETE( m_ptextPlayerOptions );
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SAFE_DELETE( m_pActiveAttackList );
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SAFE_DELETE( m_pWin );
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SAFE_DELETE( m_pPlayer );
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SAFE_DELETE( m_pInventory );
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SAFE_DELETE( m_pDifficultyIcon );
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@@ -751,27 +748,6 @@ void ScreenGameplay::Init()
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m_Failed.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
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this->AddChild( &m_Failed );
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if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsFinalStage() ) // only load if we're going to use it
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m_Extra.Load( THEME->GetPathB(m_sName,"extra1") );
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if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsExtraStage() ) // only load if we're going to use it
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m_Extra.Load( THEME->GetPathB(m_sName,"extra2") );
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this->AddChild( &m_Extra );
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// only load if we're going to use it
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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{
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pi->m_pWin->Load( THEME->GetPathB(m_sName,ssprintf("win %s",pi->GetName().c_str())) );
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this->AddChild( pi->m_pWin );
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}
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m_Draw.Load( THEME->GetPathB(m_sName,"draw") );
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this->AddChild( &m_Draw );
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break;
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}
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m_textDebug.LoadFromFont( THEME->GetPathF("Common","normal") );
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m_textDebug.SetName( "Debug" );
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SET_XY( m_textDebug );
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@@ -2415,39 +2391,13 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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TweenOffScreen();
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m_Cleared.StartTransitioning( SM_GoToNextScreen );
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// do they deserve an extra stage?
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if( GAMESTATE->HasEarnedExtraStage() )
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{
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m_Extra.StartTransitioning( SM_GoToNextScreen );
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SOUND->PlayOnceFromAnnouncer( "gameplay extra" );
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}
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else
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{
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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{
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PlayerNumber winner = GAMESTATE->GetBestPlayer();
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switch( winner )
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{
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case PLAYER_INVALID:
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m_Draw.StartTransitioning( SM_GoToNextScreen );
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break;
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default:
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m_vPlayerInfo[winner].m_pWin->StartTransitioning( SM_GoToNextScreen );
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break;
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}
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}
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break;
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default:
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m_Cleared.StartTransitioning( SM_GoToNextScreen );
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break;
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}
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SOUND->PlayOnceFromAnnouncer( "gameplay cleared" );
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}
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}
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else if( SM == SM_StartLoadingNextSong )
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{
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@@ -83,8 +83,6 @@ public:
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BitmapText *m_ptextPlayerOptions;
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ActiveAttackList *m_pActiveAttackList;
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Transition *m_pWin;
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Player *m_pPlayer;
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// used in PLAY_MODE_BATTLE
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@@ -202,9 +200,7 @@ protected:
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Transition m_Go;
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Transition m_Cleared;
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Transition m_Failed;
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Transition m_Extra;
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Transition m_Toasty; // easter egg
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Transition m_Draw;
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BitmapText m_textSurviveTime; // used in extra stage. TODO: Move this into a BGA
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