fix up oni
set song-specific stuff in LoadNextStage
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@@ -103,7 +103,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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{
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{
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LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
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LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
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if( GAMESTATE->m_pCurSong == NULL )
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if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
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return; // ScreenDemonstration will move us to the next scren. We just need to survive for one update without crashing.
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return; // ScreenDemonstration will move us to the next scren. We just need to survive for one update without crashing.
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int p;
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int p;
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@@ -294,7 +294,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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m_StageName.TurnShadowOff();
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m_StageName.TurnShadowOff();
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m_StageName.SetXY( STAGENAME_X, STAGENAME_Y );
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m_StageName.SetXY( STAGENAME_X, STAGENAME_Y );
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m_StageName.SetZoom( STAGENAME_ZOOM );
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m_StageName.SetZoom( STAGENAME_ZOOM );
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m_StageName.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
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this->AddChild( &m_StageName );
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this->AddChild( &m_StageName );
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m_MaxCombo.LoadFromNumbers( THEME->GetPathTo("Numbers","gameplay score numbers") );
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m_MaxCombo.LoadFromNumbers( THEME->GetPathTo("Numbers","gameplay score numbers") );
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@@ -419,15 +418,10 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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m_sprToasty.SetDiffuse( RageColor(1,1,1,0) );
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m_sprToasty.SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_sprToasty );
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this->AddChild( &m_sprToasty );
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Song* pSong;
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pSong = GAMESTATE->m_pCurSong;
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m_BPMDisplay.SetXY( BPM_X, BPM_Y );
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m_BPMDisplay.SetXY( BPM_X, BPM_Y );
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m_BPMDisplay.SetZoom( BPM_ZOOM );
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m_BPMDisplay.SetZoom( BPM_ZOOM );
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this->AddChild( &m_BPMDisplay );
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this->AddChild( &m_BPMDisplay );
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float fMinBPM, fMaxBPM;
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pSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
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m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
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TweenOnScreen();
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TweenOnScreen();
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@@ -604,11 +598,19 @@ void ScreenGameplay::LoadNextSong()
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m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pScoreDisplay[p] );
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m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pScoreDisplay[p] );
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}
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}
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/* Set up song-specific graphics. */
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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m_Background.SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) );
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m_Background.SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) );
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m_Background.BeginTweening( 2 );
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m_Background.BeginTweening( 2 );
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m_Background.SetTweenDiffuse( RageColor(1,1,1,1) );
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m_Background.SetTweenDiffuse( RageColor(1,1,1,1) );
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m_StageName.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
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/* XXX: set it to the current BPM, not the range */
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float fMinBPM, fMaxBPM;
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GAMESTATE->m_pCurSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
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m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
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m_soundMusic.Load( GAMESTATE->m_pCurSong->GetMusicPath() );
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m_soundMusic.Load( GAMESTATE->m_pCurSong->GetMusicPath() );
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}
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}
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