changed format of score frame graphics
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@@ -0,0 +1 @@
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@@ -0,0 +1 @@
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@@ -290,6 +290,12 @@ void Player::Update( float fDeltaTime )
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void Player::DrawPrimitives()
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{
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// don't draw CPU player in doubles.
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if( GAMESTATE->GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_TWO_CREDITS &&
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GAMESTATE->m_PlayerController[m_PlayerNumber] == PC_CPU )
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return;
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// Draw these below everything else.
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m_ArrowBackdrop.Draw();
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m_Combo.Draw();
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@@ -26,16 +26,11 @@ ScoreDisplayBattle::ScoreDisplayBattle()
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{
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LOG->Trace( "ScoreDisplayBattle::ScoreDisplayBattle()" );
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m_sprFrame.Load( THEME->GetPathToG("ScoreDisplayBattle frame") );
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this->AddChild( &m_sprFrame );
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for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
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{
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float fX = (float)SCALE(i,0.f,2.f,-60.f,60.f);
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m_ItemFrame[i].Load( THEME->GetPathToG("ScoreDisplayBattle frames") );
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m_ItemFrame[i].SetXY( ITEM_X(i), ITEM_Y(i) );
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m_ItemFrame[i].StopAnimating();
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m_ItemFrame[i].SetState( i );
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this->AddChild( &m_ItemFrame[i] );
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m_ItemIcon[i].SetXY( ITEM_X(i), ITEM_Y(i) );
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m_ItemIcon[i].StopAnimating();
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this->AddChild( &m_ItemIcon[i] );
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@@ -25,8 +25,8 @@ public:
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virtual void Update( float fDelta );
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protected:
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Sprite m_ItemFrame[NUM_INVENTORY_SLOTS];
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Sprite m_ItemIcon[NUM_INVENTORY_SLOTS];
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Sprite m_sprFrame;
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Sprite m_ItemIcon[NUM_INVENTORY_SLOTS];
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CString m_iLastSeenInventory[NUM_INVENTORY_SLOTS];
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};
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@@ -27,6 +27,9 @@ ScoreDisplayNormal::ScoreDisplayNormal()
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{
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LOG->Trace( "ScoreDisplayNormal::ScoreDisplayNormal()" );
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m_sprFrame.Load( THEME->GetPathToG("ScoreDisplayNormal frame") );
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this->AddChild( &m_sprFrame );
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// init the text
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m_text.LoadFromNumbers( THEME->GetPathToN("ScoreDisplayNormal") );
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m_text.EnableShadow( false );
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@@ -29,7 +29,8 @@ public:
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virtual void SetText( CString s );
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protected:
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BitmapText m_text;
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Sprite m_sprFrame;
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BitmapText m_text;
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float m_fScore; // the actual score
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float m_fTrailingScore; // what is displayed temporarily
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@@ -23,6 +23,9 @@ ScoreDisplayOni::ScoreDisplayOni()
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{
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LOG->Trace( "ScoreDisplayOni::ScoreDisplayOni()" );
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m_sprFrame.Load( THEME->GetPathToG("ScoreDisplayOni frame") );
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this->AddChild( &m_sprFrame );
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// init the text
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m_text.LoadFromNumbers( THEME->GetPathToN("ScoreDisplayOni") );
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m_text.EnableShadow( false );
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@@ -25,7 +25,8 @@ public:
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virtual void Update( float fDelta );
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protected:
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BitmapText m_text;
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Sprite m_sprFrame;
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BitmapText m_text;
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};
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#endif
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@@ -22,6 +22,9 @@ ScoreDisplayRave::ScoreDisplayRave()
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{
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LOG->Trace( "ScoreDisplayRave::ScoreDisplayRave()" );
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m_sprFrame.Load( THEME->GetPathToG("ScoreDisplayRave frame") );
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this->AddChild( &m_sprFrame );
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m_textCurrentAttack.LoadFromFont( THEME->GetPathToF("Common normal") );
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this->AddChild( &m_textCurrentAttack );
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}
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@@ -25,7 +25,8 @@ public:
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virtual void Update( float fDelta );
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protected:
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BitmapText m_textCurrentAttack;
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Sprite m_sprFrame;
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BitmapText m_textCurrentAttack;
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CString m_sLastSeenAttack;
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};
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@@ -43,7 +43,7 @@ OptionRow g_PlayerOptionsLines[NUM_PLAYER_OPTIONS_LINES] = {
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OptionRow( "Acceler\n-ation", "OFF","BOOST","BRAKE","WAVE","EXPAND","BOOMERANG" ),
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OptionRow( "Effect", "OFF","DRUNK","DIZZY","MINI","FLIP","TORNADO" ),
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OptionRow( "Appear\n-ance", "VISIBLE","HIDDEN","SUDDEN","STEALTH","BLINK", "R.VANISH" ),
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OptionRow( "Turn", "OFF","MIRROR","LEFT","RIGHT","SHUFFLE","SUPER SHUFFLE" ),
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OptionRow( "Turn", "OFF","MIRROR","LEFT","RIGHT","SHUFFLE","S.SHUFFLE" ),
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OptionRow( "Trans\n-form", "OFF","LITTLE","WIDE","BIG","QUICK","SKIPPY" ),
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OptionRow( "Scroll", "STANDARD","REVERSE" ),
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OptionRow( "Note\nSkin", "" ),
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