Changed "Cleared" to "Try Extra Stage" during gameplay if qualify for extra stage
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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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