move "unlock" and "sound" into GameCommand
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@@ -14,7 +14,6 @@
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#include "ThemeManager.h"
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#include "ThemeManager.h"
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#include "GameCommand.h"
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#include "GameCommand.h"
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#include "RageDisplay.h"
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#include "RageDisplay.h"
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#include "UnlockSystem.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "LightsManager.h"
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#include "LightsManager.h"
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@@ -23,7 +22,7 @@
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#define CHOICE( sChoiceName ) THEME->GetMetricA(m_sName,ssprintf("Choice%s",sChoiceName.c_str()))
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#define CHOICE( sChoiceName ) THEME->GetMetricA(m_sName,ssprintf("Choice%s",sChoiceName.c_str()))
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#define NUM_CODES THEME->GetMetricI(m_sName,"NumCodes")
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#define NUM_CODES THEME->GetMetricI(m_sName,"NumCodes")
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#define CODE( c ) THEME->GetMetric (m_sName,ssprintf("Code%d",c+1))
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#define CODE( c ) THEME->GetMetric (m_sName,ssprintf("Code%d",c+1))
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#define CODE_ACTION( c ) THEME->GetMetric (m_sName,ssprintf("Code%dAction",c+1))
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#define CODE_ACTION( c ) THEME->GetMetricA(m_sName,ssprintf("Code%dAction",c+1))
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#define HELP_TEXT THEME->GetMetric (m_sName,"HelpText")
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#define HELP_TEXT THEME->GetMetric (m_sName,"HelpText")
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#define NEXT_SCREEN( c ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",c+1))
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#define NEXT_SCREEN( c ) THEME->GetMetric (m_sName,ssprintf("NextScreen%d",c+1))
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@@ -71,9 +70,8 @@ ScreenSelect::ScreenSelect( CString sClassName ) : ScreenWithMenuElements(sClass
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continue;
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continue;
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m_aCodes.push_back( code );
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m_aCodes.push_back( code );
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m_aCodeActions.push_back( CODE_ACTION(c) );
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GameCommand mc;
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GameCommand mc;
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mc.Load( c, ParseCommands(CODE_ACTION(c)) );
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mc.Load( c, CODE_ACTION(c) );
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m_aCodeChoices.push_back( mc );
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m_aCodeChoices.push_back( mc );
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}
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}
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@@ -145,20 +143,7 @@ void ScreenSelect::Input( const DeviceInput& DeviceI, const InputEventType type,
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if( !m_aCodes[i].EnteredCode( GameI.controller ) )
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if( !m_aCodes[i].EnteredCode( GameI.controller ) )
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continue;
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continue;
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const CString &action = m_aCodeActions[i];
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LOG->Trace("entered code for index %d", i);
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LOG->Trace("entered code for '%s'", action.c_str());
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vector<CString> parts;
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split( action, ";", parts, true );
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for( unsigned j = 0; j < parts.size(); ++j )
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{
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vector<CString> asBits;
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split( parts[j], ",", asBits, true );
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if( !asBits[0].CompareNoCase("unlock") )
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UNLOCKMAN->UnlockCode( atoi(asBits[1]) );
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if( !asBits[0].CompareNoCase("sound") )
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SOUND->PlayOnce( THEME->GetPathToS( asBits[1] ) );
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}
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m_aCodeChoices[i].Apply( MenuI.player );
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m_aCodeChoices[i].Apply( MenuI.player );
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}
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // default input handler
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@@ -37,7 +37,6 @@ protected:
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vector<CodeItem> m_aCodes;
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vector<CodeItem> m_aCodes;
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vector<GameCommand> m_aCodeChoices;
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vector<GameCommand> m_aCodeChoices;
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vector<CString> m_aCodeActions;
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};
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};
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#endif
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#endif
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