gameplay next-screen logic to lua
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@@ -45,6 +45,7 @@
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#include "PlayerState.h"
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#include "GameplayMessages.h"
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#include "Style.h"
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#include "LuaManager.h"
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//
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// Defines
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@@ -2334,17 +2335,20 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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break;
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case SM_GoToStateAfterCleared:
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case SM_GoToScreenAfterFail:
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if( m_bChangedOffsetOrBPM )
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{
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m_bChangedOffsetOrBPM = false;
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ShowSavePrompt( SM_GoToStateAfterCleared );
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ShowSavePrompt( SM );
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break;
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}
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SongFinished();
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StageFinished( false );
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LUA->SetGlobal( "Passed", SM == SM_GoToStateAfterCleared );
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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LUA->UnsetGlobal( "Passed" );
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break;
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case SM_LoseFocus:
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@@ -2380,57 +2384,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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SOUND->PlayOnceFromAnnouncer( "gameplay failed" );
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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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m_bChangedOffsetOrBPM = false;
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ShowSavePrompt( SM_GoToScreenAfterFail );
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break;
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}
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SongFinished();
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StageFinished( false );
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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if( PREFSMAN->m_bEventMode )
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{
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if(EVAL_ON_FAIL) // go to the eval screen if we fail
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{
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SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
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}
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else // the theme says just fail and go back to the song select for event mode
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{
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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}
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}
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else if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
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else
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{
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if(EVAL_ON_FAIL) // go to the eval screen if we fail
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SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
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else // if not just game over now
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SCREENMAN->SetNewScreen( "ScreenGameOver" );
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}
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break;
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case PLAY_MODE_NONSTOP:
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SCREENMAN->SetNewScreen( "ScreenEvaluationNonstop" );
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break;
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case PLAY_MODE_ONI:
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SCREENMAN->SetNewScreen( "ScreenEvaluationOni" );
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break;
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case PLAY_MODE_ENDLESS:
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SCREENMAN->SetNewScreen( "ScreenEvaluationEndless" );
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break;
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default:
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ASSERT(0);
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}
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break;
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case SM_StopMusic:
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m_pSoundMusic->Stop();
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break;
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