427 lines
12 KiB
C++
427 lines
12 KiB
C++
#include "global.h"
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/****************************************
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ScreenEzSelectPlayer,cpp
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Desc: See Header
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Copyright (C):
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Andrew Livy
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Chris Danford
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*****************************************/
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/* Includes */
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#include "ScreenSelectMode.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "RageSoundManager.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.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 "GameState.h"
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#include "ThemeManager.h"
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/* Constants */
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#define JOIN_FRAME_X( p ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinFrameP%dX",p+1))
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#define JOIN_FRAME_Y( i ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinFrameP%dY",i+1))
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#define JOIN_MESSAGE_X( p ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinMessageP%dX",p+1))
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#define JOIN_MESSAGE_Y( i ) THEME->GetMetricF("ScreenSelectMode",ssprintf("JoinMessageP%dY",i+1))
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#define GUIDE_X THEME->GetMetricF("ScreenSelectMode","GuideX")
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#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode","GuideY")
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#define HELP_TEXT THEME->GetMetric("ScreenSelectMode","HelpText")
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#define TIMER_SECONDS THEME->GetMetricI("ScreenSelectMode","TimerSeconds")
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#define NEXT_SCREEN THEME->GetMetric("ScreenSelectMode","NextScreen")
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#define SCROLLING_ELEMENT_SPACING THEME->GetMetricI("ScreenSelectMode","ScrollingElementSpacing")
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#define SCROLLING_LIST_X THEME->GetMetricF("ScreenSelectMode","ScrollingListX")
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#define SCROLLING_LIST_Y THEME->GetMetricF("ScreenSelectMode","ScrollingListY")
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#define SELECTION_SPECIFIC_BG_ANIMATIONS THEME->GetMetricB("ScreenSelectMode","SelectionSpecificBGAnimations")
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#define BOUNCE_JOIN_MESSAGE THEME->GetMetricB("ScreenSelectMode","BounceJoinMessage")
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#define FOLD_ON_JOIN THEME->GetMetricB("ScreenSelectMode","FoldOnJoin")
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const float TWEEN_TIME = 0.35f;
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/************************************
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ScreenSelectMode (Constructor)
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Desc: Sets up the screen display
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************************************/
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ScreenSelectMode::ScreenSelectMode()
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{
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LOG->Trace( "ScreenSelectMode::ScreenSelectMode()" );
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GAMESTATE->m_bPlayersCanJoin = true;
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SCREENMAN->RefreshCreditsMessages();
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE; // the only mode you can select on this screen
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/*********** TODO: MAKE THIS WORK FOR ALL GAME STYLES! *************/
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m_ChoiceListFrame.Load( THEME->GetPathTo("Graphics","select mode list frame"));
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m_ChoiceListFrame.SetXY( SCROLLING_LIST_X, SCROLLING_LIST_Y);
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this->AddChild( &m_ChoiceListFrame );
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m_ScrollingList.SetXY( CENTER_X, SCROLLING_LIST_Y );
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m_ScrollingList.SetSpacing( SCROLLING_ELEMENT_SPACING );
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m_ScrollingList.SetNumberVisible( 9 );
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this->AddChild( &m_ScrollingList );
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m_ChoiceListHighlight.Load( THEME->GetPathTo("Graphics","select mode list highlight"));
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m_ChoiceListHighlight.SetXY( CENTER_X, SCROLLING_LIST_Y);
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this->AddChild( &m_ChoiceListHighlight );
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m_Guide.Load( THEME->GetPathTo("Graphics","select mode guide"));
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m_Guide.SetXY( GUIDE_X, GUIDE_Y );
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this->AddChild( &m_Guide );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_sprJoinFrame[p].Load( THEME->GetPathTo("Graphics","select player 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->GetPathTo("Graphics","select player 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].SetEffectBouncing( RageVector3(0,10,0), 0.5f );
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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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m_Menu.Load(
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THEME->GetPathTo("BGAnimations","select style"),
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THEME->GetPathTo("Graphics","select style top edge"),
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HELP_TEXT, true, true, TIMER_SECONDS
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);
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this->AddChild( &m_Menu );
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m_soundSelect.Load( THEME->GetPathTo("Sounds","menu start") );
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m_soundChange.Load( THEME->GetPathTo("Sounds","select style change"), true );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("select style intro") );
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SOUNDMAN->PlayMusic( THEME->GetPathTo("Sounds","select style music") );
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RefreshModeChoices();
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if( SELECTION_SPECIFIC_BG_ANIMATIONS )
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{
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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for( unsigned i=0; i<m_apPossibleModeChoices.size(); i++ )
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{
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CString sChoiceName = m_apPossibleModeChoices[i]->name;
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m_Infotext[i].Load( THEME->GetPathTo("Graphics",ssprintf("select mode infotext %s %s", sGameName.GetString(), sChoiceName.GetString())) );
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m_Infotext[i].SetXY( GUIDE_X, GUIDE_Y );
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this->AddChild( &m_Infotext[i] );
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m_Infotext[i].SetDiffuse( RageColor(0,0,0,0));
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}
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}
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AfterChange();
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TweenOnScreen();
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m_Menu.TweenOnScreenFromBlack( SM_None );
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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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ScreenSelectMode::~ScreenSelectMode()
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{
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LOG->Trace( "ScreenSelectMode::~ScreenSelectMode()" );
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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 ScreenSelectMode::Update( float fDeltaTime )
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{
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m_BGAnimations[ m_ScrollingList.GetSelection() ].Update( fDeltaTime );
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Screen::Update( fDeltaTime );
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}
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/************************************
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DrawPrimitives
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Desc: Draws the screen =P
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************************************/
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void ScreenSelectMode::DrawPrimitives()
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{
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m_Menu.DrawBottomLayer();
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m_BGAnimations[ m_ScrollingList.GetSelection() ].Draw();
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Screen::DrawPrimitives();
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m_Menu.DrawTopLayer();
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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 ScreenSelectMode::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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LOG->Trace( "ScreenSelectMode::Input()" );
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if( m_Menu.IsClosing() )
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return;
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); // 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 ScreenSelectMode::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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MenuStart( PLAYER_INVALID );
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m_Menu.StopTimer();
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TweenOffScreen();
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m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen );
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break;
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case SM_GoToPrevScreen:
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SOUNDMAN->StopMusic();
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SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
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break;
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case SM_GoToNextScreen:
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// Put the mode choice into effect
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int iSelection = m_ScrollingList.GetSelection();
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const ModeChoice* pChoice = m_apPossibleModeChoices[ iSelection ];
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GAMESTATE->m_CurStyle = pChoice->style;
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GAMESTATE->m_PlayMode = pChoice->pm;
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_PreferredDifficulty[p] = pChoice->dc;
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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SCREENMAN->SetNewScreen( "ScreenSelectCourse" );
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break;
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default:
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ASSERT(0);
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}
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break;
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}
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}
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void ScreenSelectMode::RefreshModeChoices()
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{
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int iNumSidesJoined = GAMESTATE->GetNumSidesJoined();
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GAMEMAN->GetModesChoicesForGame( GAMESTATE->m_CurGame, m_apPossibleModeChoices );
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ASSERT( !m_apPossibleModeChoices.empty() );
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int i;
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// remove ModeChoices that won't work with the current number of players
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for( i=m_apPossibleModeChoices.size()-1; i>=0; i-- )
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if( m_apPossibleModeChoices[i]->numSidesJoinedToPlay != iNumSidesJoined )
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m_apPossibleModeChoices.erase( m_apPossibleModeChoices.begin()+i,
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m_apPossibleModeChoices.begin()+i+1 );
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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CStringArray asGraphicPaths;
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for( unsigned j=0; j<m_apPossibleModeChoices.size(); j++ )
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{
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const ModeChoice* pChoice = m_apPossibleModeChoices[j];
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asGraphicPaths.push_back( THEME->GetPathTo("Graphics", ssprintf("select mode choice %s %s", sGameName.GetString(), pChoice->name) ) );
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}
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m_ScrollingList.Load( asGraphicPaths );
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if( SELECTION_SPECIFIC_BG_ANIMATIONS )
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{
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CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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for( unsigned i=0; i<m_apPossibleModeChoices.size(); i++ )
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{
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CString sChoiceName = m_apPossibleModeChoices[i]->name;
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m_BGAnimations[i].LoadFromAniDir( THEME->GetPathTo("BGAnimations",ssprintf("select mode %s %s", sGameName.GetString(), sChoiceName.GetString())) );
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}
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}
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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 ScreenSelectMode::MenuBack( PlayerNumber pn )
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{
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SOUNDMAN->StopMusic();
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m_Menu.TweenOffScreenToBlack( SM_GoToPrevScreen, true );
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}
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void ScreenSelectMode::AfterChange()
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{
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if( SELECTION_SPECIFIC_BG_ANIMATIONS )
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{
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for( unsigned i=0; i<m_apPossibleModeChoices.size(); i++ )
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{
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if(i == (unsigned)m_ScrollingList.GetSelection())
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{
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m_Infotext[i].SetDiffuse(RageColor(1,1,1,1));
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}
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else
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{
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m_Infotext[i].SetDiffuse(RageColor(0,0,0,0));
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}
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}
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}
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// CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
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// const ModeChoice& choice = m_aPossibleModeChoices[ m_ScrollingList.GetSelection() ];
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}
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void ScreenSelectMode::MenuLeft( PlayerNumber pn )
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{
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m_ScrollingList.Left();
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m_soundChange.Play();
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AfterChange();
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}
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void ScreenSelectMode::MenuRight( PlayerNumber pn )
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{
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m_ScrollingList.Right();
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m_soundChange.Play();
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AfterChange();
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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 ScreenSelectMode::MenuDown( 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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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 ScreenSelectMode::MenuStart( PlayerNumber pn )
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{
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if( pn == PLAYER_INVALID )
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pn = GAMESTATE->m_MasterPlayerNumber;
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if( !GAMESTATE->m_bSideIsJoined[pn] )
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{
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// join them
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GAMESTATE->m_bSideIsJoined[pn] = true;
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SCREENMAN->RefreshCreditsMessages();
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m_soundSelect.Play();
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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].SetTweenZoomY( 0 );
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m_sprJoinFrame[pn].BeginTweening( 0.25f );
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m_sprJoinFrame[pn].SetTweenZoomY( 0 );
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}
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RefreshModeChoices();
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m_ScrollingList.SetSelection( 0 );
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}
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else
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{
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// made a selection
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m_soundSelect.Play();
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TweenOffScreen();
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m_Menu.TweenOffScreenToMenu( SM_GoToNextScreen );
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GAMESTATE->m_bPlayersCanJoin = false;
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SCREENMAN->RefreshCreditsMessages();
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}
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}
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void ScreenSelectMode::TweenOnScreen()
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{
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float fOriginalZoomY = m_ScrollingList.GetZoomY();
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m_ScrollingList.BeginTweening( 0.5f );
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m_ScrollingList.SetTweenZoomY( fOriginalZoomY );
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for( int p=0; p<NUM_PLAYERS; 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, Actor::TWEEN_BOUNCE_END );
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m_sprJoinMessage[p].SetTweenX( 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, Actor::TWEEN_BOUNCE_END );
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m_sprJoinFrame[p].SetTweenX( fOriginalX );
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}
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}
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void ScreenSelectMode::TweenOffScreen()
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{
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m_ScrollingList.BeginTweening( 0.5f );
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m_ScrollingList.SetTweenZoomY( 0 );
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for( int p=0; p<NUM_PLAYERS; 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, Actor::TWEEN_BIAS_END );
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m_sprJoinMessage[p].SetTweenX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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m_sprJoinFrame[p].BeginTweening( 0.5f, Actor::TWEEN_BIAS_END );
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m_sprJoinFrame[p].SetTweenX( m_sprJoinMessage[p].GetX()+fOffScreenOffset );
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}
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}
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