[default -> sm130futures] Bring up to date.
This commit is contained in:
@@ -30,11 +30,20 @@ sm-ssc $SM5VERSION | 2011????
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jump to different labels made. [Wolfman2000]
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jump to different labels made. [Wolfman2000]
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================================================================================
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================================================================================
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sm-ssc $NEXTVERSION | 2011????
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sm-ssc v1.2.5 | 201104??
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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It depends on who you ask.
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It could be v1.2.5, it could be v1.3.0, it could even be StepMania 5.
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20110416
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We will wait and see.
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--------
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* [PlayerOptions] Added UsingReverse() Lua binding (automatically tests
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GetReverse() == 1) [AJ]
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* [PlayerState] Added GetCurrentPlayerOptions() Lua binding [AJ]
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20110413
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--------
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* [ScreenSelectMusic] Made score frame into an AutoActor, changed the filename
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from "score frame p1" to "ScoreFrame P1" for consistency with other elements.
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[AJ]
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20110405
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20110405
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--------
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--------
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@@ -44,6 +44,11 @@ Complete Course Template
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TIME:0.500:END:1.000:MODS:2x;
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TIME:0.500:END:1.000:MODS:2x;
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TIME:1.500:END:1.500:MODS:0.5x;
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TIME:1.500:END:1.500:MODS:0.5x;
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#GAINSECONDS:60.5;
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-- The number of seconds gained before starting a song. This and #LIVES are
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-- mutually exclusive: you can either have one, the other, or none: both
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-- is not possible. This is meant to be used for Survival courses.
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#SONG:*:Medium:2x;
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#SONG:*:Medium:2x;
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-- #SONG can take quite a variety of parameters, of which may be useful to you
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-- #SONG can take quite a variety of parameters, of which may be useful to you
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-- for testing or randomocity purpose.
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-- for testing or randomocity purpose.
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@@ -0,0 +1,27 @@
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AC_DEFUN([SM_BZIP],
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[
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AC_REQUIRE([SM_STATIC])
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AC_CHECK_LIB(bz2, BZ2_bzCompressInit, have_bzip=yes, have_bzip=no)
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AC_CHECK_HEADER(bzlib.h, have_bzip_header=yes, have_bzip_header=no)
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AC_ARG_WITH(static-bzip, AS_HELP_STRING([--with-static-bzip],[Statically link bzip]), with_static_bzip=$withval, with_static_bzip=no)
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if test "$with_static_bzip" = "yes"; then
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LIB_PRE=$START_STATIC
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LIB_POST=$END_STATIC
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fi
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if test "$have_bzip_header" = "no"; then
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have_bzip=no
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fi
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if test "$have_bzip" = "no"; then
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echo "*** bzip is required to build StepMania; please make sure"
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echo "*** that bzip is installed to continue the installation process."
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exit 0;
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fi
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LIBS="$LIBS $LIB_PRE -lbz2 $LIB_POST"
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LIB_PRE=
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LIB_POST=
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])
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@@ -197,6 +197,7 @@ fi
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AM_CONDITIONAL(WITHOUT_NETWORKING, test "$with_network" = "no")
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AM_CONDITIONAL(WITHOUT_NETWORKING, test "$with_network" = "no")
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SM_ZLIB
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SM_ZLIB
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SM_BZIP
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SM_AUDIO
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SM_AUDIO
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SM_VIDEO
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SM_VIDEO
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SM_TLS
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SM_TLS
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@@ -99,7 +99,7 @@ void AutoKeysounds::LoadAutoplaySoundsInto( RageSoundReader_Chain *pChain )
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if( tn[pn].iKeysoundIndex >= 0 )
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if( tn[pn].iKeysoundIndex >= 0 )
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{
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{
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RString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[tn[pn].iKeysoundIndex];
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RString sKeysoundFilePath = sSongDir + pSong->m_vsKeysoundFile[tn[pn].iKeysoundIndex];
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float fSeconds = pSong->m_Timing.GetElapsedTimeFromBeatNoOffset( NoteRowToBeat(iRow) );
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float fSeconds = pSong->m_Timing.GetElapsedTimeFromBeatNoOffset( NoteRowToBeat(iRow) ) + SOUNDMAN->GetPlayLatency();
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float fPan = 0;
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float fPan = 0;
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if( !bSoundIsGlobal )
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if( !bSoundIsGlobal )
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@@ -659,6 +659,7 @@ void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelIt
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if( so != SORT_ROULETTE )
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if( so != SORT_ROULETTE )
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{
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{
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// todo: allow themers to change the order of the items. -aj
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if( SHOW_ROULETTE )
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if( SHOW_ROULETTE )
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arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_ROULETTE, NULL, "", NULL, ROULETTE_COLOR, 0) );
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arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_ROULETTE, NULL, "", NULL, ROULETTE_COLOR, 0) );
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@@ -908,6 +908,7 @@ public:
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// Scroll
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// Scroll
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DEFINE_METHOD( GetReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] )
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DEFINE_METHOD( GetReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] )
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DEFINE_METHOD( UsingReverse, m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1 )
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static int GetReversePercentForColumn( T *p, lua_State *L )
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static int GetReversePercentForColumn( T *p, lua_State *L )
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{
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{
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// todo: make sure IArg is within boundaries -aj
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// todo: make sure IArg is within boundaries -aj
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@@ -1021,6 +1022,7 @@ public:
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// Scroll
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// Scroll
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ADD_METHOD( GetReverse );
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ADD_METHOD( GetReverse );
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ADD_METHOD( UsingReverse );
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ADD_METHOD( GetReversePercentForColumn );
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ADD_METHOD( GetReversePercentForColumn );
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ADD_METHOD( GetSplit );
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ADD_METHOD( GetSplit );
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ADD_METHOD( GetAlternate );
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ADD_METHOD( GetAlternate );
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@@ -229,6 +229,12 @@ public:
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LuaHelpers::Push( L, s );
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LuaHelpers::Push( L, s );
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return 1;
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return 1;
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}
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}
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static int GetCurrentPlayerOptions( T* p, lua_State *L )
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{
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PlayerOptions po = p->m_PlayerOptions.GetCurrent();
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po.PushSelf(L);
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return 1;
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}
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DEFINE_METHOD( GetHealthState, m_HealthState );
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DEFINE_METHOD( GetHealthState, m_HealthState );
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LunaPlayerState()
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LunaPlayerState()
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@@ -239,6 +245,7 @@ public:
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ADD_METHOD( GetPlayerOptions );
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ADD_METHOD( GetPlayerOptions );
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ADD_METHOD( GetPlayerOptionsArray );
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ADD_METHOD( GetPlayerOptionsArray );
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ADD_METHOD( GetPlayerOptionsString );
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ADD_METHOD( GetPlayerOptionsString );
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ADD_METHOD( GetCurrentPlayerOptions );
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ADD_METHOD( GetHealthState );
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ADD_METHOD( GetHealthState );
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}
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}
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};
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};
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@@ -179,7 +179,6 @@ void RoomInfoDisplay::SetRoomInfo( const RoomInfo& info)
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m_playerList[i] = new BitmapText;
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m_playerList[i] = new BitmapText;
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m_playerList[i]->LoadFromFont( THEME->GetPathF(GetName(),"text") );
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m_playerList[i]->LoadFromFont( THEME->GetPathF(GetName(),"text") );
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m_playerList[i]->SetName("PlayerListElement");
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m_playerList[i]->SetName("PlayerListElement");
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m_playerList[i]->SetShadowLength( 0 );
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m_playerList[i]->SetHorizAlign( align_left );
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m_playerList[i]->SetHorizAlign( align_left );
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m_playerList[i]->SetX(PLAYERLISTX + (i * PLAYERLISTOFFSETX));
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m_playerList[i]->SetX(PLAYERLISTX + (i * PLAYERLISTOFFSETX));
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m_playerList[i]->SetY(PLAYERLISTY + (i * PLAYERLISTOFFSETY));
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m_playerList[i]->SetY(PLAYERLISTY + (i * PLAYERLISTOFFSETY));
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@@ -590,7 +590,6 @@ void ScreenGameplay::Init()
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ASSERT( pi->m_ptextCourseSongNumber == NULL );
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ASSERT( pi->m_ptextCourseSongNumber == NULL );
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pi->m_ptextCourseSongNumber = new BitmapText;
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pi->m_ptextCourseSongNumber = new BitmapText;
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pi->m_ptextCourseSongNumber->LoadFromFont( THEME->GetPathF(m_sName,"SongNum") );
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pi->m_ptextCourseSongNumber->LoadFromFont( THEME->GetPathF(m_sName,"SongNum") );
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pi->m_ptextCourseSongNumber->SetShadowLength( 0 );
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pi->m_ptextCourseSongNumber->SetName( ssprintf("SongNumber%s",pi->GetName().c_str()) );
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pi->m_ptextCourseSongNumber->SetName( ssprintf("SongNumber%s",pi->GetName().c_str()) );
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LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_ptextCourseSongNumber );
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LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_ptextCourseSongNumber );
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pi->m_ptextCourseSongNumber->SetText( "" );
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pi->m_ptextCourseSongNumber->SetText( "" );
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@@ -609,7 +608,6 @@ void ScreenGameplay::Init()
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ASSERT( pi->m_ptextPlayerOptions == NULL );
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ASSERT( pi->m_ptextPlayerOptions == NULL );
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pi->m_ptextPlayerOptions = new BitmapText;
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pi->m_ptextPlayerOptions = new BitmapText;
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pi->m_ptextPlayerOptions->LoadFromFont( THEME->GetPathF(m_sName,"player options") );
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pi->m_ptextPlayerOptions->LoadFromFont( THEME->GetPathF(m_sName,"player options") );
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pi->m_ptextPlayerOptions->SetShadowLength( 0 );
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pi->m_ptextPlayerOptions->SetName( ssprintf("PlayerOptions%s",pi->GetName().c_str()) );
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pi->m_ptextPlayerOptions->SetName( ssprintf("PlayerOptions%s",pi->GetName().c_str()) );
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LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_ptextPlayerOptions );
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LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_ptextPlayerOptions );
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this->AddChild( pi->m_ptextPlayerOptions );
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this->AddChild( pi->m_ptextPlayerOptions );
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@@ -755,8 +755,11 @@ float ScreenSelectMaster::DoMenuStart( PlayerNumber pn )
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}
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}
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if( SHOW_CURSOR )
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if( SHOW_CURSOR )
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{
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{
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m_sprCursor[pn]->PlayCommand( "Choose" );
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if(m_sprCursor[pn] != NULL)
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fSecs = max( fSecs, m_sprCursor[pn]->GetTweenTimeLeft() );
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{
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m_sprCursor[pn]->PlayCommand( "Choose" );
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fSecs = max( fSecs, m_sprCursor[pn]->GetTweenTimeLeft() );
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}
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}
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}
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return fSecs;
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return fSecs;
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@@ -199,10 +199,10 @@ void ScreenSelectMusic::Init()
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FOREACH_ENUM( PlayerNumber, p )
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FOREACH_ENUM( PlayerNumber, p )
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{
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{
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m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) );
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m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("ScoreFrame P%d",p+1)) );
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m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("score frame p%d",p+1)) );
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m_sprHighScoreFrame[p]->SetName( ssprintf("ScoreFrameP%d",p+1) );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_sprHighScoreFrame[p] );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_sprHighScoreFrame[p] );
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this->AddChild( &m_sprHighScoreFrame[p] );
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this->AddChild( m_sprHighScoreFrame[p] );
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m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
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m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
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m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
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m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
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@@ -247,7 +247,7 @@ void ScreenSelectMusic::BeginScreen()
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{
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{
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if( GAMESTATE->IsHumanPlayer(pn) )
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if( GAMESTATE->IsHumanPlayer(pn) )
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continue;
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continue;
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m_sprHighScoreFrame[pn].SetVisible( false );
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m_sprHighScoreFrame[pn]->SetVisible( false );
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m_textHighScore[pn].SetVisible( false );
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m_textHighScore[pn].SetVisible( false );
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}
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}
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@@ -123,7 +123,7 @@ protected:
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FadingBanner m_Banner;
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FadingBanner m_Banner;
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Sprite m_sprCDTitleFront, m_sprCDTitleBack;
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Sprite m_sprCDTitleFront, m_sprCDTitleBack;
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Sprite m_sprHighScoreFrame[NUM_PLAYERS];
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AutoActor m_sprHighScoreFrame[NUM_PLAYERS];
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BitmapText m_textHighScore[NUM_PLAYERS];
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BitmapText m_textHighScore[NUM_PLAYERS];
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MusicWheel m_MusicWheel;
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MusicWheel m_MusicWheel;
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OptionsList m_OptionsList[NUM_PLAYERS];
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OptionsList m_OptionsList[NUM_PLAYERS];
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