Ez2dancer player select refined a bit.
This commit is contained in:
@@ -27,12 +27,6 @@ Andrew Livy
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const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
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const ScreenMessage SM_GoToNextState = ScreenMessage(SM_User + 2);
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const CString N_PLAYERS[] = {
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"one player",
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"two players",
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};
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const float TWEEN_TIME = 0.35f;
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const D3DXCOLOR OPT_NOT_SELECTED = D3DXCOLOR(0.3f,0.3f,0.3f,1);
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const D3DXCOLOR OPT_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1);
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@@ -50,11 +44,9 @@ const float OPT_Y[NUM_EZ2_GRAPHICS] = {
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CENTER_Y+115,
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}; // tells us the default Y position
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/* Variable Declaration */
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int bounce=0; // used for the bouncing of the '1p' and '2p' images
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int direct=0; // direction of the bouncing of the '1p' and '2p' images
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int wait=0; // how long we wait between updating the bounce.
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float ez2_lasttimercheck[2];
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int ez2_bounce=0; // used for the bouncing of the '1p' and '2p' images
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int ez2_direct=0; // direction of the bouncing of the '1p' and '2p' images
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/************************************
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ScreenEz2SelectPlayer (Constructor)
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@@ -64,8 +56,11 @@ Desc: Sets up the screen display
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ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
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{
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LOG->WriteLine( "ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()" );
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m_iSelectedStyle=0;
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ez2_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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ez2_lasttimercheck[1] = 0.0f;
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m_iSelectedStyle=0;
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GAMEMAN->m_CurStyle = STYLE_NONE;
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GAMEMAN->m_sMasterPlayerNumber = PLAYER_INVALID;
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// Load in the sprites we will be working with.
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for( int i=0; i<NUM_EZ2_GRAPHICS; i++ )
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@@ -96,7 +91,7 @@ m_iSelectedStyle=0;
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m_Menu.Load(
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THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
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THEME->GetPathTo(GRAPHIC_SELECT_STYLE_TOP_EDGE),
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ssprintf("Use %c %c to select, then press START", char(1), char(2) )
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ssprintf("Use %c to select your pad", char(4) )
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);
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this->AddActor( &m_Menu );
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@@ -135,58 +130,34 @@ Desc: Animates the 1p/2p selection
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************************************/
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void ScreenEz2SelectPlayer::AnimateGraphics()
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{
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/********** THIS NEEDS IMPROVING WITH TIMER FUNCTIONS ***********/
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if (bounce < 10 && direct == 0 && wait == 2) // Bounce 1p/2p up
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//if (bounce < 10 && direct == 0 && wait == 2) // Bounce 1p/2p up
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if (TIMER->GetTimeSinceStart() > ez2_lasttimercheck[0] + 0.01f && ez2_direct == 0)
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{
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bounce++;
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if (m_iSelectedStyle == 0)
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ez2_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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ez2_bounce+=1;
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m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - ez2_bounce);
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m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - ez2_bounce);
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if (ez2_bounce == 10)
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{
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m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - bounce);
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ez2_direct = 1;
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}
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else if (m_iSelectedStyle == 1)
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{
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m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - bounce);
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}
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else
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{
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m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - bounce);
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m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - bounce);
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}
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if (bounce == 10)
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{
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direct = 1;
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}
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wait = 0;
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}
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else if (bounce > 0 && direct == 1 && wait == 2) // bounce 1p/2p down
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else if (TIMER->GetTimeSinceStart() > ez2_lasttimercheck[0] + 0.01f && ez2_direct == 1) // bounce 1p/2p down
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{
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bounce--;
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if (m_iSelectedStyle == 0)
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{
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m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - bounce);
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}
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else if (m_iSelectedStyle == 1)
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{
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m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - bounce);
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}
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else
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{
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m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - bounce);
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m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - bounce);
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}
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ez2_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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ez2_bounce-=1;
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m_sprOpt[2].SetXY( OPT_X[2], OPT_Y[2] - ez2_bounce);
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m_sprOpt[3].SetXY( OPT_X[3], OPT_Y[3] - ez2_bounce);
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if (bounce == 0)
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if (ez2_bounce == 0)
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{
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direct = 0;
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ez2_direct = 0;
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}
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wait = 0;
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}
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if (wait < 2) // don't make the 1p/2p bounce too quick.
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{
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wait++;
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}
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}
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@@ -201,6 +172,21 @@ void ScreenEz2SelectPlayer::DrawPrimitives()
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m_Menu.DrawBottomLayer();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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// wait for a bit incase another player wants to join before moving on.
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if (ez2_lasttimercheck[1] != 0.0f && TIMER->GetTimeSinceStart() > ez2_lasttimercheck[1] + 1)
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{
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ez2_lasttimercheck[1] = 0.0f;
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MUSIC->Stop();
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this->ClearMessageQueue();
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m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
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TweenOffScreen();
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}
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}
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/************************************
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@@ -259,69 +245,15 @@ void ScreenEz2SelectPlayer::MenuBack( const PlayerNumber p )
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// TweenOffScreen();
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}
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/************************************
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SetFadedStyles
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Desc: Fades out non-highlighted items
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depending on the users choice.
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************************************/
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void ScreenEz2SelectPlayer::SetFadedStyles()
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{
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m_sprOpt[0].SetTweenDiffuseColor( OPT_NOT_SELECTED );
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m_sprOpt[1].SetTweenDiffuseColor( OPT_NOT_SELECTED );
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m_sprOpt[2].SetTweenDiffuseColor( OPT_NOT_SELECTED );
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m_sprOpt[3].SetTweenDiffuseColor( OPT_NOT_SELECTED );
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if (m_iSelectedStyle != 1)
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{
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m_sprOpt[2].SetTweenDiffuseColor( OPT_SELECTED );
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m_sprOpt[3].SetTweenDiffuseColor( OPT_SELECTED );
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}
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else
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{
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m_sprOpt[0].SetTweenDiffuseColor( OPT_SELECTED );
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m_sprOpt[1].SetTweenDiffuseColor( OPT_SELECTED );
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}
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}
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/************************************
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MenuRight
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MenuDown
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Desc: Actions performed when a player
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presses the button bound to right
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presses the button bound to down
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************************************/
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void ScreenEz2SelectPlayer::MenuRight( PlayerNumber p )
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void ScreenEz2SelectPlayer::MenuDown( PlayerNumber p )
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{
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m_soundChange.PlayRandom();
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if (m_iSelectedStyle == 2)
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{
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m_iSelectedStyle = 0;
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}
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else
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{
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m_iSelectedStyle++;
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}
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}
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/************************************
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MenuLeft
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Desc: Actions performed when a player
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presses the button bound to left
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************************************/
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void ScreenEz2SelectPlayer::MenuLeft( PlayerNumber p )
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{
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m_soundChange.PlayRandom();
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if (m_iSelectedStyle == 0)
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{
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m_iSelectedStyle = 2;
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}
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else
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{
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m_iSelectedStyle--;
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}
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MenuStart( p );
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}
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/************************************
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@@ -331,16 +263,27 @@ presses the button bound to start
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************************************/
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void ScreenEz2SelectPlayer::MenuStart( PlayerNumber p )
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{
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// GAME->m_sCurrentStyle = DANCE_STYLES[m_iSelectedStyle];
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MUSIC->Stop();
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m_soundSelect.PlayRandom();
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this->ClearMessageQueue();
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m_Menu.TweenOffScreenToMenu( SM_GoToNextState );
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// figure out whether we should add a player into the fray or not
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if( GAMEMAN->m_sMasterPlayerNumber != PLAYER_2 && GAMEMAN->m_sMasterPlayerNumber != PLAYER_1 )
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{
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GAMEMAN->m_sMasterPlayerNumber = p;
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if (p == PLAYER_1)
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{
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m_iSelectedStyle = 0;
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}
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else
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{
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m_iSelectedStyle = 1;
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}
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m_soundSelect.PlayRandom();
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ez2_lasttimercheck[1] = TIMER->GetTimeSinceStart(); // start the timer for going to next state
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}
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else
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{
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m_iSelectedStyle = 2;
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m_soundSelect.PlayRandom();
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}
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TweenOffScreen();
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}
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