Don't play "On" automatically for non-generic BGAnimations; play it
explicitly, like we do with all other objects.
This commit is contained in:
@@ -238,9 +238,6 @@ void BGAnimation::LoadFromNode( const CString &sDir, const XNode& node )
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cmd.Load( "PlayCommand,Init" );
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cmd.Load( "PlayCommand,Init" );
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this->RunCommandOnChildren( cmd );
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this->RunCommandOnChildren( cmd );
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if( !m_bGeneric )
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PlayCommand( "On" );
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/* Backwards-compatibility: if a "LengthSeconds" value is present, create a dummy
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/* Backwards-compatibility: if a "LengthSeconds" value is present, create a dummy
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* actor that sleeps for the given length of time. This will extend GetTweenTimeLeft. */
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* actor that sleeps for the given length of time. This will extend GetTweenTimeLeft. */
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float fLengthSeconds = 0;
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float fLengthSeconds = 0;
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@@ -250,6 +250,7 @@ CString Background::CreateRandomBGA()
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case PrefsManager::BGMODE_MOVIEVIS: ret->LoadFromVisualization( file ); break;
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case PrefsManager::BGMODE_MOVIEVIS: ret->LoadFromVisualization( file ); break;
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case PrefsManager::BGMODE_RANDOMMOVIES: ret->LoadFromMovie( file ); break;
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case PrefsManager::BGMODE_RANDOMMOVIES: ret->LoadFromMovie( file ); break;
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}
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}
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ret->PlayCommand( "On" );
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m_BGAnimations[file] = ret;
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m_BGAnimations[file] = ret;
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m_RandomBGAnimations.push_back( file );
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m_RandomBGAnimations.push_back( file );
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@@ -326,7 +327,10 @@ void Background::LoadFromSong( const Song* pSong )
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{
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{
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BGAnimation *pTempBGA = CreateSongBGA( sBGName );
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BGAnimation *pTempBGA = CreateSongBGA( sBGName );
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if( pTempBGA )
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if( pTempBGA )
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{
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pTempBGA->PlayCommand( "On" );
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m_BGAnimations[sBGName] = pTempBGA;
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m_BGAnimations[sBGName] = pTempBGA;
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}
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else // the background was not found. Use a random one instead
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else // the background was not found. Use a random one instead
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{
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{
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sBGName = CreateRandomBGA();
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sBGName = CreateRandomBGA();
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@@ -365,6 +369,7 @@ void Background::LoadFromSong( const Song* pSong )
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CString sSongBGPath = pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background");
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CString sSongBGPath = pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background");
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BGAnimation *pTempBGA = new BGAnimation;
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BGAnimation *pTempBGA = new BGAnimation;
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pTempBGA->LoadFromStaticGraphic( sSongBGPath );
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pTempBGA->LoadFromStaticGraphic( sSongBGPath );
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pTempBGA->PlayCommand( "On" );
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m_BGAnimations[STATIC_BACKGROUND] = pTempBGA;
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m_BGAnimations[STATIC_BACKGROUND] = pTempBGA;
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}
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}
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@@ -265,6 +265,7 @@ void ConditionalBGA::Load(CString szScreenName)
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{
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{
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LOG->Info("Best Match BGA Was: %s",bganimtouse.c_str());
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LOG->Info("Best Match BGA Was: %s",bganimtouse.c_str());
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bganim.LoadFromAniDir( THEME->GetPathToB(bganimtouse) );
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bganim.LoadFromAniDir( THEME->GetPathToB(bganimtouse) );
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bganim.PlayCommand( "On" );
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}
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}
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}
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}
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@@ -40,6 +40,7 @@ void Foreground::LoadFromSong( const Song *pSong )
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LoadedBGA bga;
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LoadedBGA bga;
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bga.m_bga = new BGAnimation;
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bga.m_bga = new BGAnimation;
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bga.m_bga->LoadFromAniDir( sAniDir );
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bga.m_bga->LoadFromAniDir( sAniDir );
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bga.m_bga->PlayCommand( "On" );
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bga.m_fStartBeat = change.m_fStartBeat;
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bga.m_fStartBeat = change.m_fStartBeat;
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const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( bga.m_fStartBeat );
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const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( bga.m_fStartBeat );
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@@ -252,13 +252,13 @@ ScreenCredits::ScreenCredits( CString sName ) : ScreenAttract( sName )
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}
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}
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenCredits overlay") );
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenCredits overlay") );
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m_Overlay.PlayCommand( "On" );
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this->AddChild( &m_Overlay );
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this->AddChild( &m_Overlay );
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this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added
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this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added
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this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added
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this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added
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this->ClearMessageQueue( SM_BeginFadingOut ); // ignore ScreenAttract's SecsToShow
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this->ClearMessageQueue( SM_BeginFadingOut ); // ignore ScreenAttract's SecsToShow
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LOG->Trace("XXXXXXXXX %f", fTime);
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this->PostScreenMessage( SM_BeginFadingOut, fTime );
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this->PostScreenMessage( SM_BeginFadingOut, fTime );
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// this->PostScreenMessage( SM_BeginFadingOut, m_Background.GetLengthSeconds() );
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// this->PostScreenMessage( SM_BeginFadingOut, m_Background.GetLengthSeconds() );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("credits") );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("credits") );
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@@ -45,6 +45,7 @@ void ScreenDemonstration::Init()
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenDemonstration overlay") );
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenDemonstration overlay") );
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m_Overlay.PlayCommand( "On" );
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this->AddChild( &m_Overlay );
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this->AddChild( &m_Overlay );
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this->MoveToTail( &m_In );
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this->MoveToTail( &m_In );
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@@ -80,6 +80,7 @@ ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
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m_Out.Load( THEME->GetPathToB("ScreenHowToPlay out") );
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m_Out.Load( THEME->GetPathToB("ScreenHowToPlay out") );
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenHowToPlay overlay") );
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenHowToPlay overlay") );
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m_Overlay.PlayCommand("On");
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this->AddChild( &m_Overlay );
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this->AddChild( &m_Overlay );
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if( (bool)USEPAD && DoesFileExist( GetAnimPath(ANIM_DANCE_PAD) ) )
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if( (bool)USEPAD && DoesFileExist( GetAnimPath(ANIM_DANCE_PAD) ) )
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@@ -99,6 +99,7 @@ void ScreenManager::ThemeChanged()
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// reload shared BGA
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// reload shared BGA
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m_pSharedBGA->LoadFromAniDir( m_sLastLoadedBackgroundPath );
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m_pSharedBGA->LoadFromAniDir( m_sLastLoadedBackgroundPath );
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m_pSharedBGA->PlayCommand( "On" );
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}
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}
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void ScreenManager::EmptyDeleteQueue()
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void ScreenManager::EmptyDeleteQueue()
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@@ -376,6 +377,7 @@ retry:
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// any common textures loaded.
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// any common textures loaded.
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BGAnimation *pNewBGA = new BGAnimation;
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BGAnimation *pNewBGA = new BGAnimation;
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pNewBGA->LoadFromAniDir( sNewBGA );
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pNewBGA->LoadFromAniDir( sNewBGA );
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pNewBGA->PlayCommand( "On" );
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SAFE_DELETE( m_pSharedBGA );
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SAFE_DELETE( m_pSharedBGA );
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m_pSharedBGA = pNewBGA;
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m_pSharedBGA = pNewBGA;
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@@ -41,6 +41,7 @@ ScreenMiniMenu::ScreenMiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMes
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenMiniMenu background") );
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenMiniMenu background") );
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m_Background.PlayCommand("On");
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this->AddChild( &m_Background );
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this->AddChild( &m_Background );
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float fHeightOfAll = min( SCREEN_HEIGHT-80, (m_Def.rows.size()-1)*SPACING_Y );
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float fHeightOfAll = min( SCREEN_HEIGHT-80, (m_Def.rows.size()-1)*SPACING_Y );
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@@ -30,6 +30,7 @@ ScreenPrompt::ScreenPrompt( CString sText, bool bYesNoPrompt, bool bDefaultAnswe
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m_pCallbackData = pCallbackData;
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m_pCallbackData = pCallbackData;
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenPrompt background") );
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenPrompt background") );
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m_Background.PlayCommand("On");
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this->AddChild( &m_Background );
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this->AddChild( &m_Background );
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m_textQuestion.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textQuestion.LoadFromFont( THEME->GetPathToF("Common normal") );
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@@ -32,6 +32,7 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
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m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName + " "+GAMESTATE->GetStageText()) );
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m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName + " "+GAMESTATE->GetStageText()) );
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m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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m_Background.PlayCommand( "On" );
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this->AddChild( &m_Background );
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this->AddChild( &m_Background );
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m_Overlay.SetName( "Overlay" );
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m_Overlay.SetName( "Overlay" );
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@@ -43,6 +43,7 @@ ScreenTextEntry::ScreenTextEntry( CString sClassName, CString sQuestion, CString
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m_bCancelled = false;
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m_bCancelled = false;
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenPrompt background") );
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenPrompt background") );
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m_Background.PlayCommand( "On" );
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this->AddChild( &m_Background );
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this->AddChild( &m_Background );
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m_textQuestion.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textQuestion.LoadFromFont( THEME->GetPathToF("Common normal") );
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@@ -4,7 +4,6 @@
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#include "Screen.h"
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#include "Screen.h"
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#include "Sprite.h"
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#include "Sprite.h"
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#include "Transition.h"
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#include "Transition.h"
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#include "BGAnimation.h"
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#include "ActorUtil.h"
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#include "ActorUtil.h"
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#include "RageSound.h"
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#include "RageSound.h"
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#include "MemoryCardDisplay.h"
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#include "MemoryCardDisplay.h"
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@@ -18,6 +18,7 @@ void Transition::Load( CString sBGAniDir )
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sBGAniDir += "/";
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sBGAniDir += "/";
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m_BGAnimation.LoadFromAniDir( sBGAniDir );
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m_BGAnimation.LoadFromAniDir( sBGAniDir );
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m_BGAnimation.PlayCommand( "On" );
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m_fLengthSeconds = m_BGAnimation.GetTweenTimeLeft();
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m_fLengthSeconds = m_BGAnimation.GetTweenTimeLeft();
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m_State = waiting;
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m_State = waiting;
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