Bugfix: Stages not reset when game over. (Well.. they do now!)
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@@ -44,6 +44,8 @@ ScreenGameOver::ScreenGameOver()
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m_sprGameOver.BeginTweeningQueued( 0.5f ); // fade to color
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m_sprGameOver.BeginTweeningQueued( 0.5f ); // fade to color
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m_sprGameOver.SetTweenAddColor( D3DXCOLOR(1,1,1,0) );
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m_sprGameOver.SetTweenAddColor( D3DXCOLOR(1,1,1,0) );
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// BUGFIX by ANDY: Stage will now reset back to 0 when game ends.
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PREFSMAN->m_iCurrentStageIndex = 0;
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this->SendScreenMessage( SM_PlayAnnouncer, 0.5 );
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this->SendScreenMessage( SM_PlayAnnouncer, 0.5 );
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this->SendScreenMessage( SM_StartFadingOut, 5 );
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this->SendScreenMessage( SM_StartFadingOut, 5 );
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@@ -123,6 +123,9 @@ ScreenMusicScroll::ScreenMusicScroll()
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int i;
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int i;
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// BUGFIX by ANDY: Stage will now reset back to 0 when game ends.
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PREFSMAN->m_iCurrentStageIndex = 0;
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m_sprBackground.Load( THEME->GetPathTo(GRAPHIC_MUSIC_SCROLL_BACKGROUND) );
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m_sprBackground.Load( THEME->GetPathTo(GRAPHIC_MUSIC_SCROLL_BACKGROUND) );
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m_sprBackground.StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_sprBackground.StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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this->AddActor( &m_sprBackground );
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this->AddActor( &m_sprBackground );
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@@ -67,7 +67,6 @@ ScreenStage::ScreenStage()
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case 5: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_5) ); break;
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case 5: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_STAGE_5) ); break;
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default: ; break; // play nothing
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default: ; break; // play nothing
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}
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}
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}
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}
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