long/marathon in xml
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@@ -167,16 +167,6 @@ void ScreenSelectMusic::Init()
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this->AddChild( &m_textHighScore[p] );
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}
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m_sprLongBalloon.Load( THEME->GetPathG(m_sName,"balloon long") );
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m_sprLongBalloon->SetName( "Balloon" );
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m_sprLongBalloon->SetHidden( 1 );
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this->AddChild( m_sprLongBalloon );
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m_sprMarathonBalloon.Load( THEME->GetPathG(m_sName,"balloon marathon") );
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m_sprMarathonBalloon->SetName( "Balloon" );
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m_sprMarathonBalloon->SetHidden( 1 );
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this->AddChild( m_sprMarathonBalloon );
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m_soundDifficultyEasier.Load( THEME->GetPathS(m_sName,"difficulty easier") );
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m_soundDifficultyHarder.Load( THEME->GetPathS(m_sName,"difficulty harder") );
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m_soundOptionsChange.Load( THEME->GetPathS(m_sName,"options") );
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@@ -915,7 +905,7 @@ void ScreenSelectMusic::AfterStepsChange( const vector<PlayerNumber> &vpns )
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int iScore = 0;
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if( pSteps )
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{
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Profile* pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
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const Profile *pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
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iScore = pProfile->GetStepsHighScoreList(pSong,pSteps).GetTopScore().GetScore();
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}
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@@ -941,7 +931,7 @@ void ScreenSelectMusic::AfterTrailChange( const vector<PlayerNumber> &vpns )
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int iScore = 0;
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if( pTrail )
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{
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Profile* pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
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const Profile *pProfile = PROFILEMAN->IsPersistentProfile(pn) ? PROFILEMAN->GetProfile(pn) : PROFILEMAN->GetMachineProfile();
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iScore = pProfile->GetCourseHighScoreList(pCourse,pTrail).GetTopScore().GetScore();
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}
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@@ -1121,9 +1111,6 @@ void ScreenSelectMusic::AfterMusicChange()
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default:
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ASSERT(0);
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}
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COMMAND( m_sprLongBalloon, "Hide" );
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COMMAND( m_sprMarathonBalloon, "Hide" );
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}
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break;
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case TYPE_SONG:
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@@ -1155,28 +1142,6 @@ void ScreenSelectMusic::AfterMusicChange()
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m_DifficultyDisplay.SetDifficulties( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType );
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SwitchToPreferredDifficulty();
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/* Short delay before actually showing these, so they don't show
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* up when scrolling fast. It'll still show up in "slow" scrolling,
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* but it doesn't look at weird as it does in "fast", and I don't
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* like the effect with a lot of delay. */
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if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fMarathonVerSongSeconds )
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{
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SET_XY( m_sprMarathonBalloon );
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COMMAND( m_sprMarathonBalloon, "Show" );
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COMMAND( m_sprLongBalloon, "Hide" );
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}
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else if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fLongVerSongSeconds )
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{
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SET_XY( m_sprLongBalloon );
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COMMAND( m_sprLongBalloon, "Show" );
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COMMAND( m_sprMarathonBalloon, "Hide" );
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}
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else
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{
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COMMAND( m_sprLongBalloon, "Hide" );
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COMMAND( m_sprMarathonBalloon, "Hide" );
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}
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}
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break;
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case TYPE_ROULETTE:
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@@ -1209,9 +1174,6 @@ void ScreenSelectMusic::AfterMusicChange()
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ASSERT(0);
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}
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COMMAND( m_sprLongBalloon, "Hide" );
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COMMAND( m_sprMarathonBalloon, "Hide" );
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break;
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case TYPE_COURSE:
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{
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@@ -1247,11 +1209,6 @@ void ScreenSelectMusic::AfterMusicChange()
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if( index != -1 )
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m_MachineRank.SetText( FormatNumberAndSuffix( index+1 ) );
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COMMAND( m_sprLongBalloon, "Hide" );
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COMMAND( m_sprMarathonBalloon, "Hide" );
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break;
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}
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default:
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@@ -83,8 +83,6 @@ protected:
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Sprite m_sprHighScoreFrame[NUM_PLAYERS];
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BitmapText m_textHighScore[NUM_PLAYERS];
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MusicWheel m_MusicWheel;
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AutoActor m_sprLongBalloon;
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AutoActor m_sprMarathonBalloon;
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DifficultyDisplay m_DifficultyDisplay;
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BitmapText m_MachineRank;
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