Changed "Cleared" to "Try Extra Stage" during gameplay if qualify for extra stage
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@@ -1053,10 +1053,11 @@ options is sufficient.
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* Step 2: Install the Direct X 8.1 SDK
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The DirectX 8.1 SDK is a free (but large) download from Microsoft (link here).
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Install it using all the default settings. The SDK installer will configure
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Visual C++ with the correct paths needed to find the DirectX 8.1 libraries and
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headers.
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The DirectX 8.1 SDK is a free (but large) download from Microsoft:
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http://msdn.microsoft.com/downloads/?url=/downloads/sample.asp?url=/MSDN-FILES/
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027/001/771/msdncompositedoc.xml&frame=true. Install it using all the default
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settings. The SDK installer will configure Visual C++ with the correct paths
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needed to find the DirectX 8.1 libraries and headers.
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* Step 3: Create a SourceForge account
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@@ -16,6 +16,7 @@
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#include "PrefsManager.h"
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#include "InputMapper.h"
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#include "Song.h"
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#include "RageLog.h"
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GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program
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@@ -315,3 +316,33 @@ float GameState::GetPlayerSurviveTime( PlayerNumber pn )
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else
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return m_fSecondsBeforeFail[pn];
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}
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Grade GameState::GetCurrentGrade( PlayerNumber pn )
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{
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if( !GAMESTATE->IsPlayerEnabled(pn) || GAMESTATE->m_fSecondsBeforeFail[pn] != -1 )
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return GRADE_E;
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/* Based on the percentage of your total "Dance Points" to the maximum
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* possible number, the following rank is assigned:
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*
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* 100% - AAA
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* 93% - AA
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* 80% - A
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* 65% - B
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* 45% - C
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* Less - D
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* Fail - E
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*/
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float fPercentDancePoints = m_iActualDancePoints[pn] / (float)m_iPossibleDancePoints[pn];
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fPercentDancePoints = max( fPercentDancePoints, 0 );
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LOG->Trace( "iActualDancePoints: %i", m_iActualDancePoints[pn] );
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LOG->Trace( "iPossibleDancePoints: %i", m_iPossibleDancePoints[pn] );
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LOG->Trace( "fPercentDancePoints: %f", fPercentDancePoints );
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if ( fPercentDancePoints >= 1.00 ) return GRADE_AAA;
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else if( fPercentDancePoints >= 0.93 ) return GRADE_AA;
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else if( fPercentDancePoints >= 0.80 ) return GRADE_A;
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else if( fPercentDancePoints >= 0.65 ) return GRADE_B;
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else if( fPercentDancePoints >= 0.45 ) return GRADE_C;
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else return GRADE_D;
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}
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@@ -15,6 +15,7 @@
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#include "SongOptions.h"
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#include "Game.h"
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#include "Style.h"
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#include "Grade.h"
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class Song;
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@@ -96,6 +97,8 @@ public:
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float GetElapsedSeconds(); // Arcade: time into current song. Oni/Endless: time into current course
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Grade GetCurrentGrade( PlayerNumber pn );
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int m_iSongsIntoCourse; // In Arcade, this value is meaningless.
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// In Oni and Endless, this is the number of songs played in the current course.
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int m_iSongsBeforeFail[NUM_PLAYERS]; // In Arcade, this value is meaningless.
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@@ -73,7 +73,7 @@ const ScreenMessage SM_PlayToastySound = ScreenMessage(SM_User+105);
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// received while STATE_OUTRO
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const ScreenMessage SM_ShowCleared = ScreenMessage(SM_User+111);
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const ScreenMessage SM_HideCleared = ScreenMessage(SM_User+112);
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const ScreenMessage SM_ShowTryExtraStage = ScreenMessage(SM_User+112);
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const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+113);
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const ScreenMessage SM_GoToScreenAfterBack = ScreenMessage(SM_User+114);
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const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+115);
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@@ -81,7 +81,6 @@ const ScreenMessage SM_GoToStateAfterCleared= ScreenMessage(SM_User+115);
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const ScreenMessage SM_BeginFailed = ScreenMessage(SM_User+121);
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const ScreenMessage SM_ShowFailed = ScreenMessage(SM_User+122);
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const ScreenMessage SM_PlayFailComment = ScreenMessage(SM_User+123);
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const ScreenMessage SM_HideFailed = ScreenMessage(SM_User+124);
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const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+125);
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const ScreenMessage SM_GoToTitleMenu = ScreenMessage(SM_User+126);
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@@ -333,6 +332,14 @@ ScreenGameplay::ScreenGameplay()
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m_sprFailed.SetDiffuse( D3DXCOLOR(1,1,1,0) );
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this->AddChild( &m_sprFailed );
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if( GAMESTATE->IsFinalStage() )
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m_sprTryExtraStage.Load( THEME->GetPathTo("Graphics","gameplay try extra stage1") );
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else if( GAMESTATE->IsExtraStage() )
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m_sprTryExtraStage.Load( THEME->GetPathTo("Graphics","gameplay try extra stage2") );
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m_sprTryExtraStage.SetXY( CENTER_X, CENTER_Y );
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m_sprTryExtraStage.SetDiffuse( D3DXCOLOR(1,1,1,0) );
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this->AddChild( &m_sprTryExtraStage );
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if( GAMESTATE->m_bDemonstration )
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{
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m_quadDemonstrationBox.SetDiffuse( D3DXCOLOR(0,0,0,0.7f) );
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@@ -369,6 +376,7 @@ ScreenGameplay::ScreenGameplay()
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if( !GAMESTATE->m_bDemonstration ) // don't load sounds if just playing demonstration
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{
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m_soundFail.Load( THEME->GetPathTo("Sounds","gameplay failed") );
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m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","gameplay try extra stage") );
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m_soundOniDie.Load( THEME->GetPathTo("Sounds","gameplay oni die") );
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m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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@@ -1081,8 +1089,34 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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else
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{
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m_StarWipe.CloseWipingRight( SM_None );
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this->SendScreenMessage( SM_ShowCleared, 1 );
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
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// do they deserve an extra stage?
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bool bTryExtraStage = false;
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if( (GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage()) )
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{
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
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continue; // skip
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if( GAMESTATE->m_pCurNotes[p]->m_DifficultyClass == CLASS_HARD && GAMESTATE->GetCurrentGrade((PlayerNumber)p) >= GRADE_AA )
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bTryExtraStage = true;
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}
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}
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if( PREFSMAN->m_bEventMode )
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bTryExtraStage = false;
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if( bTryExtraStage )
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{
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this->SendScreenMessage( SM_ShowTryExtraStage, 1 );
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}
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else
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{
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this->SendScreenMessage( SM_ShowCleared, 1 );
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay cleared") );
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}
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}
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}
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}
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@@ -1200,13 +1234,42 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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case SM_ShowCleared:
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m_sprCleared.BeginTweening(1.0f);
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m_sprCleared.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
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SCREENMAN->SendMessageToTopScreen( SM_HideCleared, 1.5 );
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break;
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case SM_HideCleared:
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m_sprCleared.BeginTweening(1.5f); // sleep
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m_sprCleared.BeginTweening(0.7f);
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m_sprCleared.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 1 );
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SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 3 );
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break;
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case SM_ShowTryExtraStage:
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{
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m_soundTryExtraStage.PlayRandom();
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// make the background invisible so we don't waste mem bandwidth drawing it
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m_Background.BeginTweening( 1 );
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m_Background.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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D3DXCOLOR colorStage = GAMESTATE->GetStageColor();
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colorStage.a *= 0.7f;
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m_sprTryExtraStage.SetZoom( 4 );
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m_sprTryExtraStage.BeginBlurredTweening( 0.8f, TWEEN_BIAS_END );
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m_sprTryExtraStage.SetTweenZoom( 0.5f ); // zoom out
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m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
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m_sprTryExtraStage.BeginTweening( 0.3f );
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m_sprTryExtraStage.SetTweenZoom( 1.1f ); // bounce
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m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
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m_sprTryExtraStage.BeginTweening( 0.2f );
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m_sprTryExtraStage.SetTweenZoom( 1.0f ); // come to rest
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m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
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colorStage.a = 0;
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m_sprTryExtraStage.BeginTweening( 3 ); // sleep
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m_sprTryExtraStage.SetTweenDiffuse( colorStage );
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SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 5 );
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}
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break;
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case SM_SaveChangedBeforeGoingBack:
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if( m_bChangedOffsetOrBPM )
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{
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@@ -1270,6 +1333,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_sprFailed.BeginTweening( 0.2f );
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m_sprFailed.SetTweenZoom( 1.0f ); // come to rest
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m_sprFailed.SetTweenDiffuse( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
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m_sprFailed.BeginTweening( 2 ); // sleep
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m_sprFailed.BeginTweening( 1 );
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m_sprFailed.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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// show the survive time if extra stage
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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@@ -1283,25 +1349,18 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_textSurviveTime.BeginTweening( 0.3f ); // sleep
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m_textSurviveTime.BeginTweening( 0.3f ); // fade in
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m_textSurviveTime.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
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m_textSurviveTime.BeginTweening( 3.5f ); // sleep
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m_textSurviveTime.BeginTweening( 0.5f ); // fade out
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m_textSurviveTime.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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}
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SCREENMAN->SendMessageToTopScreen( SM_PlayFailComment, 1.0f );
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SCREENMAN->SendMessageToTopScreen( SM_HideFailed, 2.0f );
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SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 5.0f );
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break;
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case SM_PlayFailComment:
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SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
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break;
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case SM_HideFailed:
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m_sprFailed.StopTweening();
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m_sprFailed.BeginTweening(1.0f);
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m_sprFailed.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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m_textSurviveTime.BeginTweening( 0.5f ); // sleep
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m_textSurviveTime.BeginTweening( 0.5f ); // fade out
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m_textSurviveTime.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 1.5f );
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break;
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case SM_GoToScreenAfterFail:
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if( m_bChangedOffsetOrBPM )
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{
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@@ -106,6 +106,7 @@ private:
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FocusingSprite m_sprHereWeGo;
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MotionBlurSprite m_sprCleared;
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MotionBlurSprite m_sprFailed;
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MotionBlurSprite m_sprTryExtraStage;
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BitmapText m_textSurviveTime; // only shown in extra stage
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@@ -124,6 +125,7 @@ private:
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RandomSample m_soundFail;
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RandomSample m_soundOniDie;
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RandomSample m_soundTryExtraStage;
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RandomSample m_announcerReady;
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RandomSample m_announcerHereWeGo;
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RandomSample m_announcerDanger;
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