Clean up some messages. I'm not too crazy about this; we should have parameters
to messages, and unify them with actor messages instead of having two major, distinct, functionally similar messaging systems. This is an improvement over a chunk of messages that are handled differently than all other messages, though.
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@@ -6,6 +6,11 @@
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#include "Actor.h"
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#include "PlayerNumber.h"
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#include "RageSound.h"
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#include "ScreenMessage.h"
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AutoScreenMessage( SM_BattleDamageLevel1 );
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AutoScreenMessage( SM_BattleDamageLevel2 );
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AutoScreenMessage( SM_BattleDamageLevel3 );
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class PlayerState;
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@@ -12,6 +12,7 @@
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#include "AttackDisplay.h"
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#include "NoteData.h"
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#include "ControllerStateDisplay.h"
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#include "ScreenMessage.h"
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class ScoreDisplay;
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class LifeMeter;
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@@ -22,6 +23,20 @@ class RageTimer;
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class NoteField;
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class PlayerStageStats;
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AutoScreenMessage( SM_100Combo );
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AutoScreenMessage( SM_200Combo );
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AutoScreenMessage( SM_300Combo );
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AutoScreenMessage( SM_400Combo );
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AutoScreenMessage( SM_500Combo );
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AutoScreenMessage( SM_600Combo );
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AutoScreenMessage( SM_700Combo );
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AutoScreenMessage( SM_800Combo );
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AutoScreenMessage( SM_900Combo );
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AutoScreenMessage( SM_1000Combo );
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AutoScreenMessage( SM_ComboStopped );
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AutoScreenMessage( SM_ComboContinuing );
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AutoScreenMessage( SM_MissComboAborted );
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class Player: public ActorFrame
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{
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public:
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@@ -5,10 +5,13 @@
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#include "ScoreKeeper.h"
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#include "Attack.h"
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#include "ScreenMessage.h"
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class Steps;
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class Song;
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struct RadarValues;
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AutoScreenMessage( SM_PlayToasty );
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class ScoreKeeperNormal: public ScoreKeeper
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{
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int m_iScoreRemainder;
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@@ -82,6 +82,10 @@ AutoScreenMessage( SM_DoNextScreen )
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AutoScreenMessage( SM_StartHereWeGo )
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AutoScreenMessage( SM_StopHereWeGo )
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AutoScreenMessage( SM_BattleTrickLevel1 );
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AutoScreenMessage( SM_BattleTrickLevel2 );
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AutoScreenMessage( SM_BattleTrickLevel3 );
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static Preference<float> g_fNetStartOffset( "NetworkStartOffset", -3.0 );
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@@ -2485,13 +2489,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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{
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int iTrickLevel = SM-SM_BattleTrickLevel1+1;
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PlayAnnouncer( ssprintf("gameplay battle trick level%d",iTrickLevel), 3 );
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switch( SM )
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{
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case SM_BattleTrickLevel1: m_soundBattleTrickLevel1.Play(); break;
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case SM_BattleTrickLevel2: m_soundBattleTrickLevel2.Play(); break;
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case SM_BattleTrickLevel3: m_soundBattleTrickLevel3.Play(); break;
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default: ASSERT(0);
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}
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if( SM == SM_BattleTrickLevel1 ) m_soundBattleTrickLevel1.Play();
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else if( SM == SM_BattleTrickLevel2 ) m_soundBattleTrickLevel2.Play();
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else if( SM == SM_BattleTrickLevel3 ) m_soundBattleTrickLevel3.Play();
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}
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else if( SM >= SM_BattleDamageLevel1 && SM <= SM_BattleDamageLevel3 )
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{
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@@ -18,29 +18,6 @@ enum ScreenMessage {
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SM_Success,
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SM_Failure,
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// messages sent by Combo
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SM_PlayToasty,
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SM_100Combo,
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SM_200Combo,
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SM_300Combo,
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SM_400Combo,
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SM_500Combo,
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SM_600Combo,
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SM_700Combo,
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SM_800Combo,
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SM_900Combo,
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SM_1000Combo,
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SM_ComboStopped,
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SM_ComboContinuing,
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SM_MissComboAborted,
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SM_BattleTrickLevel1,
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SM_BattleTrickLevel2,
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SM_BattleTrickLevel3,
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SM_BattleDamageLevel1,
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SM_BattleDamageLevel2,
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SM_BattleDamageLevel3,
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SM_User,
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SM_Invalid = 999999
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