fix up ScreenSelectCharacter a bit and enable it for normal game mode.
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@@ -36,9 +36,12 @@
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#define ICONS_START_Y( p ) THEME->GetMetricF("ScreenSelectCharacter",ssprintf("IconsP%dStartY",p+1))
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#define ICONS_SPACING_X THEME->GetMetricF("ScreenSelectCharacter","IconsSpacingX")
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#define ICONS_SPACING_Y THEME->GetMetricF("ScreenSelectCharacter","IconsSpacingY")
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#define ICONS_ON_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("IconsP%dOnCommand",p+1))
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#define ICONS_OFF_COMMAND( p ) THEME->GetMetric ("ScreenSelectCharacter",ssprintf("IconsP%dOffCommand",p+1))
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#define HELP_TEXT THEME->GetMetric ("ScreenSelectCharacter","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectCharacter","TimerSeconds")
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#define NEXT_SCREEN THEME->GetMetric ("ScreenSelectCharacter","NextScreen")
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#define SLEEP_AFTER_TWEEN_OFF_SECONDS THEME->GetMetricF("ScreenSelectCharacter","SleepAfterTweenOffSeconds")
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#define LEVEL_CURSOR_X( p, l ) ( ICONS_START_X(p)+ICONS_SPACING_X*((NUM_ATTACKS_PER_LEVEL-1)/2.f) )
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#define LEVEL_CURSOR_Y( p, l ) ( ICONS_START_Y(p)+ICONS_SPACING_Y*l )
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@@ -74,6 +77,9 @@ ScreenSelectCharacter::ScreenSelectCharacter() : Screen("ScreenSelectCharacter")
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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m_sprTitle[p].Load( THEME->GetPathToG("ScreenSelectCharacter title 2x2") );
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m_sprTitle[p].SetState( GAMESTATE->IsHumanPlayer(p) ? p : 2+p );
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m_sprTitle[p].StopAnimating();
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@@ -88,20 +94,24 @@ ScreenSelectCharacter::ScreenSelectCharacter() : Screen("ScreenSelectCharacter")
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m_sprCharacterArrows[p].Command( CHARACTER_ARROWS_ON_COMMAND(p) );
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this->AddChild( &m_sprCharacterArrows[p] );
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m_sprAttackFrame[p].Load( THEME->GetPathToG("ScreenSelectCharacter attack frame 1x2") );
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m_sprAttackFrame[p].StopAnimating();
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m_sprAttackFrame[p].SetState( p );
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m_sprAttackFrame[p].Command( ATTACK_FRAME_ON_COMMAND(p) );
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this->AddChild( &m_sprAttackFrame[p] );
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if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
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{
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m_sprAttackFrame[p].Load( THEME->GetPathToG("ScreenSelectCharacter attack frame 1x2") );
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m_sprAttackFrame[p].StopAnimating();
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m_sprAttackFrame[p].SetState( p );
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m_sprAttackFrame[p].Command( ATTACK_FRAME_ON_COMMAND(p) );
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this->AddChild( &m_sprAttackFrame[p] );
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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{
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float fX = ICONS_START_X(p) + ICONS_SPACING_X*j;
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float fY = ICONS_START_Y(p) + ICONS_SPACING_Y*i;
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m_AttackIcons[p][i][j].SetXY( fX, fY );
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this->AddChild( &m_AttackIcons[p][i][j] );
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}
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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{
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float fX = ICONS_START_X(p) + ICONS_SPACING_X*j;
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float fY = ICONS_START_Y(p) + ICONS_SPACING_Y*i;
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m_AttackIcons[p][i][j].SetXY( fX, fY );
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m_AttackIcons[p][i][j].Command( ICONS_ON_COMMAND(p) );
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this->AddChild( &m_AttackIcons[p][i][j] );
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}
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}
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}
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m_sprExplanation.Load( THEME->GetPathToG("ScreenSelectCharacter explanation") );
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@@ -224,9 +234,10 @@ void ScreenSelectCharacter::AfterValueChange( PlayerNumber pn )
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m_sprCharacter[pnAffected].UnloadTexture();
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m_sprCharacter[pnAffected].Load( pChar->GetCardPath() );
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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m_AttackIcons[pnAffected][i][j].Load( pnAffected, pChar->m_sAttacks[i][j] );
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if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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m_AttackIcons[pnAffected][i][j].Load( pnAffected, pChar->m_sAttacks[i][j] );
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}
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break;
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case FINISHED_CHOOSING:
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@@ -310,7 +321,7 @@ void ScreenSelectCharacter::MenuStart( PlayerNumber pn )
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m_Menu.m_MenuTimer.Stop();
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TweenOffScreen();
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this->PostScreenMessage( SM_BeginFadingOut, 0 );
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this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_TWEEN_OFF_SECONDS );
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}
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}
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@@ -324,6 +335,15 @@ void ScreenSelectCharacter::TweenOffScreen()
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_sprCharacter[p].Command( CHARACTER_OFF_COMMAND(p) );
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m_sprTitle[p].Command( TITLE_OFF_COMMAND(p) );
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m_sprCharacterArrows[p].Command( CHARACTER_ARROWS_OFF_COMMAND(p) );
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if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
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{
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m_sprAttackFrame[p].Command( ATTACK_FRAME_OFF_COMMAND(p) );
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for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
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for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
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m_AttackIcons[p][i][j].Command( ICONS_OFF_COMMAND(p) );
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}
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}
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m_sprExplanation.Command( EXPLANATION_OFF_COMMAND );
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}
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