Ez2dancer Style Select Backgrounds Implemented.
This commit is contained in:
@@ -91,7 +91,7 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
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m_Menu.Load(
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m_Menu.Load(
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THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
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THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
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THEME->GetPathTo(GRAPHIC_SELECT_STYLE_TOP_EDGE),
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THEME->GetPathTo(GRAPHIC_SELECT_STYLE_TOP_EDGE),
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ssprintf("Use %c %c to select, then press START", char(1), char(2) ),
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ssprintf("Press %c on the pad you wish to play on", char(4) ),
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false, true, 40
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false, true, 40
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);
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);
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this->AddActor( &m_Menu );
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this->AddActor( &m_Menu );
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@@ -232,7 +232,7 @@ void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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switch( SM )
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{
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{
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case SM_MenuTimer:
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case SM_MenuTimer:
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MenuStart(PLAYER_INVALID);
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MenuStart(PLAYER_1); // Automatically Choose Player 1
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break;
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break;
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case SM_GoToPrevState:
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case SM_GoToPrevState:
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MUSIC->Stop();
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MUSIC->Stop();
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@@ -126,6 +126,30 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
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ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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// Load in the sprites we will be working with.
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// Load in the sprites we will be working with.
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for( int i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
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for( int i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
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{
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CString sPadGraphicPath;
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switch( i )
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{
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case 0:
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sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_PREVIEW_GAME_0_STYLE_1); //HACK! Would LIKE to have own filename :)
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break;
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case 1:
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sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_PREVIEW_GAME_0_STYLE_2);
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break;
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case 2:
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sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_PREVIEW_GAME_0_STYLE_3);
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break;
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case 3:
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sPadGraphicPath = THEME->GetPathTo(GRAPHIC_SELECT_STYLE_PREVIEW_GAME_0_STYLE_0);
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break;
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}
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m_sprBackground[i].Load( sPadGraphicPath );
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m_sprBackground[i].SetXY( CENTER_X, CENTER_Y );
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m_sprBackground[i].SetZoom( 1 );
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this->AddActor( &m_sprBackground[i] );
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}
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for( i=0; i<NUM_EZ2STYLE_GRAPHICS; i++ )
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{
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{
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CString sPadGraphicPath;
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CString sPadGraphicPath;
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switch( i )
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switch( i )
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@@ -174,7 +198,7 @@ ScreenEz2SelectStyle::ScreenEz2SelectStyle()
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}
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}
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m_Menu.Load(
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m_Menu.Load(
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THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
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THEME->GetPathTo(GRAPHIC_SELECT_STYLE_PREVIEW_GAME_0_STYLE_0),
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THEME->GetPathTo(GRAPHIC_SELECT_STYLE_TOP_EDGE),
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THEME->GetPathTo(GRAPHIC_SELECT_STYLE_TOP_EDGE),
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ssprintf("Use %c %c to select, then press START", char(1), char(2) ),
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ssprintf("Use %c %c to select, then press START", char(1), char(2) ),
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false, true, 40
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false, true, 40
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@@ -292,7 +316,31 @@ void ScreenEz2SelectStyle::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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switch( SM )
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{
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{
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case SM_MenuTimer:
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case SM_MenuTimer:
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MenuStart(PLAYER_INVALID);
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// DOESNT SUPPORT PLAYER 2 YET!
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if (m_iSelectedStyle == 0) // easy
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{
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GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
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PREFSMAN->m_PreferredDifficultyClass[PLAYER_1] = CLASS_EASY;
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}
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else if (m_iSelectedStyle == 1) // hard
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{
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GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
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PREFSMAN->m_PreferredDifficultyClass[PLAYER_1] = CLASS_MEDIUM;
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}
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else if (m_iSelectedStyle == 2) // real
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{
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GAMEMAN->m_CurStyle = STYLE_EZ2_REAL;
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}
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else // club
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{
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GAMEMAN->m_CurStyle = STYLE_EZ2_DOUBLE;
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}
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m_soundSelect.PlayRandom();
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PREFSMAN->m_PlayMode = PLAY_MODE_ARCADE;
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SCREENMAN->SetNewScreen( new ScreenSelectGroup );
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break;
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break;
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case SM_GoToPrevState:
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case SM_GoToPrevState:
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MUSIC->Stop();
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MUSIC->Stop();
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@@ -701,8 +749,8 @@ Desc: Animates the 1p/2p selection
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void ScreenEz2SelectStyle::AnimateGraphics()
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void ScreenEz2SelectStyle::AnimateGraphics()
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{
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{
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//if (bounce < 10 && direct == 0 && wait == 2) // Bounce 1p/2p up
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//if (bounce < 10 && direct == 0 && wait == 2) // Bounce 1p/2p up
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if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 0)
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if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct == 0)
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{
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{
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ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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ez2p_lasttimercheck[0] = TIMER->GetTimeSinceStart();
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ez2p_bounce+=1;
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ez2p_bounce+=1;
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@@ -729,6 +777,53 @@ if (TIMER->GetTimeSinceStart() > ez2p_lasttimercheck[0] + 0.01f && ez2p_direct =
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ez2p_direct = 0;
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ez2p_direct = 0;
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}
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}
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}
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}
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if (m_iSelectedPlayer != 2)
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{
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if (m_iSelectedStyle == 0) // EASY background
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{
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m_sprBackground[3].SetHeight(SCREEN_HEIGHT * 1.7f);
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m_sprBackground[3].SetWidth(SCREEN_WIDTH * 1.7f);
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m_sprBackground[3].SetEffectSpinning(1.0f);
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}
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else if (m_iSelectedStyle == 3) // CLUB background
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{
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m_sprBackground[3].SetHeight(0);
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m_sprBackground[3].SetWidth(0);
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m_sprBackground[3].SetEffectNone();
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m_sprBackground[2].SetHeight(SCREEN_HEIGHT * 3.3f);
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m_sprBackground[2].SetWidth(SCREEN_WIDTH * 3.3f);
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m_sprBackground[2].SetEffectSpinning(0.5f);
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m_sprBackground[2].SetXY( CENTER_X, -250 );
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}
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else if (m_iSelectedStyle == 2) // REAL background
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{
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m_sprBackground[3].SetHeight(0);
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m_sprBackground[3].SetWidth(0);
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m_sprBackground[3].SetEffectNone();
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m_sprBackground[2].SetHeight(0);
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m_sprBackground[2].SetWidth(0);
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m_sprBackground[2].SetEffectNone();
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m_sprBackground[1].SetHeight(SCREEN_HEIGHT * 1.7f);
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m_sprBackground[1].SetWidth(SCREEN_WIDTH * 1.7f);
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m_sprBackground[1].SetEffectSpinning(2.1f);
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}
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else if (m_iSelectedStyle == 1) // HARD background
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{
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m_sprBackground[3].SetHeight(0);
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m_sprBackground[3].SetWidth(0);
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m_sprBackground[3].SetEffectNone();
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m_sprBackground[2].SetHeight(0);
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m_sprBackground[2].SetWidth(0);
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m_sprBackground[2].SetEffectNone();
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m_sprBackground[1].SetHeight(0);
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m_sprBackground[1].SetWidth(0);
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m_sprBackground[1].SetEffectNone();
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m_sprBackground[0].SetHeight(SCREEN_HEIGHT * 1.7f);
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m_sprBackground[0].SetWidth(SCREEN_WIDTH * 1.7f);
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m_sprBackground[0].SetEffectSpinning(1.0f);
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}
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}
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}
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}
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/************************************
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/************************************
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@@ -52,6 +52,8 @@ private:
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MenuElements m_Menu;
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MenuElements m_Menu;
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Sprite m_sprOpt[NUM_EZ2STYLE_GRAPHICS];
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Sprite m_sprOpt[NUM_EZ2STYLE_GRAPHICS];
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Sprite m_sprPly[NUM_EZ2P_GRAPHICS];
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Sprite m_sprPly[NUM_EZ2P_GRAPHICS];
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Sprite m_sprBackground[NUM_EZ2STYLE_GRAPHICS];
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int m_iSelectedStyle;
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int m_iSelectedStyle;
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int m_iSelectedPlayer;
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int m_iSelectedPlayer;
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RandomSample m_soundChange;
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RandomSample m_soundChange;
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