tween types to only be used in commands, not in code. If anyone is strongly attached to these tweens being BounceBegin, the complete fix is to update this code so it uses ON_COMMAND/OFF_COMMAND. (GroupList is probably going to be removed, anyway, since music wheel sections make it obsolete.)
258 lines
7.7 KiB
C++
258 lines
7.7 KiB
C++
#include "global.h"
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#include "ScreenEz2SelectPlayer.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
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#include "GameConstantsAndTypes.h"
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#include "GameManager.h"
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#include "RageLog.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "RageException.h"
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#include "RageTimer.h"
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#include "ThemeManager.h"
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#include "MenuTimer.h"
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#include "ScreenDimensions.h"
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/* Constants */
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#define JOIN_FRAME_X( p ) THEME->GetMetricF("ScreenEz2SelectPlayer",ssprintf("JoinFrameP%dX",p+1))
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#define JOIN_FRAME_Y( i ) THEME->GetMetricF("ScreenEz2SelectPlayer",ssprintf("JoinFrameP%dY",i+1))
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#define JOIN_MESSAGE_X( p ) THEME->GetMetricF("ScreenEz2SelectPlayer",ssprintf("JoinMessageP%dX",p+1))
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#define JOIN_MESSAGE_Y( i ) THEME->GetMetricF("ScreenEz2SelectPlayer",ssprintf("JoinMessageP%dY",i+1))
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#define HELP_TEXT THEME->GetString("ScreenEz2SelectPlayer","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenEz2SelectPlayer","TimerSeconds")
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#define SILENT_WAIT THEME->GetMetricB("ScreenEz2SelectPlayer","SilentWait")
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#define BOUNCE_JOIN_MESSAGE THEME->GetMetricB("ScreenEz2SelectPlayer","BounceJoinMessage")
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#define FOLD_ON_JOIN THEME->GetMetricB("ScreenEz2SelectPlayer","FoldOnJoin")
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const float TWEEN_TIME = 0.35f;
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REGISTER_SCREEN_CLASS( ScreenEz2SelectPlayer );
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void ScreenEz2SelectPlayer::Init()
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{
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// Unjoin the players, then let them join back in on this screen
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FOREACH_PlayerNumber( p )
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GAMESTATE->m_bSideIsJoined[p] = false;
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ScreenWithMenuElements::Init();
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FOREACH_PlayerNumber( p )
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{
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m_sprJoinFrame[p].Load( THEME->GetPathG("ScreenEz2SelectPlayer","join frame 1x2") );
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m_sprJoinFrame[p].StopAnimating();
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m_sprJoinFrame[p].SetState( p );
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m_sprJoinFrame[p].SetXY( JOIN_FRAME_X(p), JOIN_FRAME_Y(p) );
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this->AddChild( &m_sprJoinFrame[p] );
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if( GAMESTATE->m_bSideIsJoined[p] )
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m_sprJoinFrame[p].SetZoomY( 0 );
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m_sprJoinMessage[p].Load( THEME->GetPathG("ScreenEz2SelectPlayer","join message 2x2") );
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m_sprJoinMessage[p].StopAnimating();
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m_sprJoinMessage[p].SetState( p );
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m_sprJoinMessage[p].SetXY( JOIN_MESSAGE_X(p), JOIN_MESSAGE_Y(p) );
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if( BOUNCE_JOIN_MESSAGE )
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m_sprJoinMessage[p].SetEffectBounce( 0.5f, RageVector3(0,10,0) );
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this->AddChild( &m_sprJoinMessage[p] );
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if( GAMESTATE->m_bSideIsJoined[p] )
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{
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m_sprJoinMessage[p].SetState( p+NUM_PLAYERS );
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if( FOLD_ON_JOIN )
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{
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m_sprJoinMessage[p].SetZoomY( 0 );
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m_sprJoinFrame[p].SetZoomY( 0 );
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}
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}
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}
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("select player intro") );
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}
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/************************************
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~ScreenSelectMode (Destructor)
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Desc: Writes line to log when screen
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is terminated.
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************************************/
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ScreenEz2SelectPlayer::~ScreenEz2SelectPlayer()
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{
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LOG->Trace( "ScreenEz2SelectPlayer::~ScreenEz2SelectPlayer()" );
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}
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/************************************
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Update
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Desc: Animates the 1p/2p selection
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************************************/
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void ScreenEz2SelectPlayer::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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}
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/************************************
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Input
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Desc: Handles player input.
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************************************/
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void ScreenEz2SelectPlayer::Input( const InputEventPlus &input )
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{
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LOG->Trace( "ScreenEz2SelectPlayer::Input()" );
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if( IsTransitioning() )
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return;
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Screen::Input( input ); // default input handler
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}
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/************************************
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HandleScreenMessage
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Desc: Handles Screen Messages and changes
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game states.
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************************************/
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void ScreenEz2SelectPlayer::HandleScreenMessage( const ScreenMessage SM )
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{
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Screen::HandleScreenMessage( SM );
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switch( SM )
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{
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case SM_MenuTimer:
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if( GAMESTATE->GetNumSidesJoined() == 0 )
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{
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MenuStart(PLAYER_1);
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}
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StartTransitioningScreen( SM_GoToNextScreen );
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break;
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}
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ScreenWithMenuElements::HandleScreenMessage( SM );
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}
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/************************************
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MenuBack
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Desc: Actions performed when a player
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presses the button bound to back
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************************************/
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void ScreenEz2SelectPlayer::MenuBack( PlayerNumber pn )
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{
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SOUND->StopMusic();
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Cancel( SM_GoToPrevScreen );
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}
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/************************************
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MenuDown
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Desc: Actions performed when a player
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presses the button bound to down
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************************************/
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void ScreenEz2SelectPlayer::MenuDown( PlayerNumber pn )
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{
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MenuStart( pn );
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}
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/************************************
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MenuStart
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Desc: Actions performed when a player
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presses the button bound to start
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************************************/
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void ScreenEz2SelectPlayer::MenuStart( PlayerNumber pn )
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{
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if( GAMESTATE->m_bSideIsJoined[pn] ) // already joined
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return; // ignore
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GAMESTATE->m_bSideIsJoined[pn] = true;
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SCREENMAN->RefreshCreditsMessages();
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SCREENMAN->PlayStartSound();
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m_sprJoinMessage[pn].SetState( pn+NUM_PLAYERS );
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if( FOLD_ON_JOIN )
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{
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m_sprJoinMessage[pn].BeginTweening( 0.25f );
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m_sprJoinMessage[pn].SetZoomY( 0 );
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m_sprJoinFrame[pn].BeginTweening( 0.25f );
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m_sprJoinFrame[pn].SetZoomY( 0 );
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}
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bool bBothSidesJoined = true;
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FOREACH_PlayerNumber( p )
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if( !GAMESTATE->m_bSideIsJoined[p] )
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bBothSidesJoined = false;
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if( bBothSidesJoined )
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{
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StartTransitioningScreen( SM_GoToNextScreen );
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}
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else
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{
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// give the other player a little time to join
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m_MenuTimer->SetSeconds( 1 );
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m_MenuTimer->Start();
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m_MenuTimer->EnableStealth( SILENT_WAIT ); // do we wanna make the timer 'quiet' ?
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}
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}
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void ScreenEz2SelectPlayer::TweenOnScreen()
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{
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FOREACH_PlayerNumber( p )
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{
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float fOffScreenOffset = float( (p==PLAYER_1) ? -SCREEN_WIDTH/2 : +SCREEN_WIDTH/2 );
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float fOriginalX;
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fOriginalX = m_sprJoinMessage[p].GetX();
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m_sprJoinMessage[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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m_sprJoinMessage[p].BeginTweening( 0.5f, TWEEN_ACCELERATE );
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m_sprJoinMessage[p].SetX( fOriginalX );
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fOriginalX = m_sprJoinFrame[p].GetX();
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m_sprJoinFrame[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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m_sprJoinFrame[p].BeginTweening( 0.5f, TWEEN_ACCELERATE );
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m_sprJoinFrame[p].SetX( fOriginalX );
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}
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ScreenWithMenuElements::TweenOnScreen();
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}
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void ScreenEz2SelectPlayer::TweenOffScreen()
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{
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ScreenWithMenuElements::TweenOffScreen();
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FOREACH_PlayerNumber( p )
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{
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float fOffScreenOffset = float( (p==PLAYER_1) ? -SCREEN_WIDTH : +SCREEN_WIDTH );
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m_sprJoinMessage[p].BeginTweening( 0.5f, TWEEN_DECELERATE );
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m_sprJoinMessage[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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m_sprJoinFrame[p].BeginTweening( 0.5f, TWEEN_DECELERATE );
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m_sprJoinFrame[p].SetX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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}
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}
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/*
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* (c) 2002-2003 "Frieza"
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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