remove "ScreenGameplay danger all"; use the underlay
remove BlinkDangerAll, DangerAllIsOpaque
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@@ -28,8 +28,6 @@ static ThemeMetric<float> TOP_EDGE ("Background","TopEdge");
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static ThemeMetric<float> RIGHT_EDGE ("Background","RightEdge");
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static ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
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#define RECT_BACKGROUND RectF (LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
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static ThemeMetric<bool> BLINK_DANGER_ALL ("Background","BlinkDangerAll");
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static ThemeMetric<bool> DANGER_ALL_IS_OPAQUE ("Background","DangerAllIsOpaque");
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static ThemeMetric<float> CLAMP_OUTPUT_PERCENT ("Background","ClampOutputPercent");
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static Preference<bool> g_bShowDanger( "ShowDanger", true );
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@@ -118,9 +116,9 @@ protected:
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Layer m_Layer[NUM_BackgroundLayer];
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float m_fLastMusicSeconds;
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bool m_bDangerAllWasVisible;
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AutoActor m_DangerPlayer[NUM_PLAYERS];
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AutoActor m_DangerAll;
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// cover up the edge of animations that might hang outside of the background rectangle
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Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
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@@ -167,6 +165,7 @@ void BackgroundImpl::Init()
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if( m_bInitted )
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return;
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m_bInitted = true;
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m_bDangerAllWasVisible = false;
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m_StaticBackgroundDef = BackgroundDef();
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// load transitions
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@@ -196,7 +195,6 @@ void BackgroundImpl::Init()
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}
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}
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m_DangerAll.Load( THEME->GetPathB("ScreenGameplay","danger all") );
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FOREACH_PlayerNumber( p )
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m_DangerPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
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@@ -675,10 +673,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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// Re-sort.
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BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
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m_DangerAll->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
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m_DangerAll->SetZoomX( fXZoom );
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m_DangerAll->SetZoomY( fYZoom );
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FOREACH_PlayerNumber( p )
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{
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m_DangerPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
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@@ -827,9 +821,11 @@ void BackgroundImpl::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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if( IsDangerAllVisible() )
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{
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m_DangerAll->Update( fDeltaTime );
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bool bVisible = IsDangerAllVisible();
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if( m_bDangerAllWasVisible != bVisible )
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MESSAGEMAN->Broadcast( bVisible? "ShowDangerAll":"HideDangerAll" );
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m_bDangerAllWasVisible = bVisible;
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}
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FOREACH_PlayerNumber( p )
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@@ -841,10 +837,6 @@ void BackgroundImpl::Update( float fDeltaTime )
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if( m_pDancingCharacters )
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m_pDancingCharacters->Update( fDeltaTime );
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/* Always update the current background, even when m_DangerAll is being displayed.
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* Otherwise, we'll stop updating movies during danger (which may stop them from
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* playing), and we won't start clips at the right time, which will throw backgrounds
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* off sync. */
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FOREACH_BackgroundLayer( i )
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{
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Layer &layer = m_Layer[i];
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@@ -863,10 +855,8 @@ void BackgroundImpl::DrawPrimitives()
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// Since this only shows when DANGER is visible, it will flash red on it's own accord :)
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if( m_pDancingCharacters )
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m_pDancingCharacters->m_bDrawDangerLight = true;
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m_DangerAll->Draw();
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}
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if( !IsDangerAllVisible() || !(bool)DANGER_ALL_IS_OPAQUE )
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{
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if( m_pDancingCharacters )
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m_pDancingCharacters->m_bDrawDangerLight = false;
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@@ -901,6 +891,7 @@ void BackgroundImpl::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBack
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bool BackgroundImpl::IsDangerAllVisible()
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{
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/* The players are never in danger in FAIL_OFF. */
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FOREACH_PlayerNumber( p )
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if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == SongOptions::FAIL_OFF )
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return false;
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@@ -912,13 +903,7 @@ bool BackgroundImpl::IsDangerAllVisible()
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if( STATSMAN->m_CurStageStats.AllFailed() )
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return false;
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if( !GAMESTATE->AllAreInDangerOrWorse() )
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return false;
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if( BLINK_DANGER_ALL )
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return (RageTimer::GetTimeSinceStartFast() - (int)RageTimer::GetTimeSinceStartFast()) < 0.5f;
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else
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return true;
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return GAMESTATE->AllAreInDangerOrWorse();
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}
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BrightnessOverlay::BrightnessOverlay()
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