move player positions from Style into metrics
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@@ -55,6 +55,7 @@
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/* XXX: This is ugly; most people don't need to override this per-mode. This will
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* go away eventually, once metrics can redirect to Lua calls. */
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#define INITIAL_BACKGROUND_BRIGHTNESS( play_mode ) THEME->GetMetricF(m_sName,"InitialBackgroundBrightness"+Capitalize(PlayModeToString(play_mode)))
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#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
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static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
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static ThemeMetric<float> TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
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@@ -301,7 +302,7 @@ void ScreenGameplay::Init()
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FOREACH_EnabledPlayer(p)
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{
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float fPlayerX = (float) GAMESTATE->GetCurrentStyle()->m_iCenterX[p];
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float fPlayerX = PLAYER_X( p, GAMESTATE->GetCurrentStyle()->m_StyleType );
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/* Perhaps this should be handled better by defining a new
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* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
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@@ -310,11 +311,12 @@ void ScreenGameplay::Init()
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if( PREFSMAN->m_bSoloSingle &&
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GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
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GAMESTATE->m_PlayMode != PLAY_MODE_RAVE &&
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GAMESTATE->GetCurrentStyle()->m_StyleType == Style::ONE_PLAYER_ONE_CREDIT )
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fPlayerX = SCREEN_WIDTH/2;
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GAMESTATE->GetCurrentStyle()->m_StyleType == ONE_PLAYER_ONE_SIDE )
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fPlayerX = SCREEN_CENTER_X;
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m_Player[p].SetName( ssprintf("Player%i", p+1) );
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m_Player[p].SetX( fPlayerX );
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m_Player[p].SetY( SCREEN_CENTER_Y );
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this->AddChild( &m_Player[p] );
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m_sprOniGameOver[p].SetName( ssprintf("OniGameOver%i", p+1) );
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