219 lines
6.1 KiB
C++
219 lines
6.1 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: GrooveRadar
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "RageUtil.h"
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#include "GrooveRadar.h"
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#include "PrefsManager.h"
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#include "RageBitmapTexture.h"
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#include "GameConstantsAndTypes.h"
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#define LABEL_OFFSET_X( i ) THEME->GetMetricF("GrooveRadar",ssprintf("Label%dOffsetX",i+1))
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#define LABEL_OFFSET_Y( i ) THEME->GetMetricF("GrooveRadar",ssprintf("Label%dOffsetY",i+1))
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float RADAR_VALUE_ROTATION( int iValueIndex ) { return D3DX_PI/2 + D3DX_PI*2 / 5.0f * iValueIndex; }
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const float RADAR_EDGE_WIDTH = 3;
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GrooveRadar::GrooveRadar()
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{
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this->AddChild( &m_GrooveRadarValueMap );
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for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
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{
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m_sprRadarLabels[c].Load( THEME->GetPathTo("Graphics","select music radar labels 1x5") );
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m_sprRadarLabels[c].StopAnimating();
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m_sprRadarLabels[c].SetState( c );
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m_sprRadarLabels[c].SetXY( LABEL_OFFSET_X(c), LABEL_OFFSET_Y(c) );
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this->AddChild( &m_sprRadarLabels[c] );
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}
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}
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void GrooveRadar::TweenOnScreen()
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{
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for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
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{
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float fOriginalX = m_sprRadarLabels[c].GetX();
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m_sprRadarLabels[c].SetX( fOriginalX - 100 );
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m_sprRadarLabels[c].SetZoom( 1.5f );
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m_sprRadarLabels[c].SetDiffuse( D3DXCOLOR(1,1,1,0) );
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m_sprRadarLabels[c].BeginTweening( 0.6f+0.2f*c ); // sleep
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m_sprRadarLabels[c].BeginTweening( 0.1f ); // begin fading on screen
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m_sprRadarLabels[c].SetTweenGlow( D3DXCOLOR(1,1,1,1) );
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m_sprRadarLabels[c].BeginTweening( 0.3f, Actor::TWEEN_BIAS_BEGIN ); // fly to the right
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m_sprRadarLabels[c].SetTweenX( fOriginalX );
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m_sprRadarLabels[c].SetTweenZoom( 1 );
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m_sprRadarLabels[c].SetTweenGlow( D3DXCOLOR(1,1,1,0) );
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m_sprRadarLabels[c].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
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}
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m_GrooveRadarValueMap.TweenOnScreen();
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}
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void GrooveRadar::TweenOffScreen()
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{
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for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
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{
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m_sprRadarLabels[c].StopTweening();
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m_sprRadarLabels[c].BeginTweening( 0.2f );
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/* Make sure we undo glow. We do this at the end of TweenIn,
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* but we might tween off before we complete tweening in, and
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* the glow can remain. */
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m_sprRadarLabels[c].SetTweenGlow( D3DXCOLOR(1,1,1,0) );
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m_sprRadarLabels[c].SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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}
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m_GrooveRadarValueMap.TweenOffScreen();
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}
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GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap()
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{
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m_sprRadarBase.Load( THEME->GetPathTo("Graphics","select music radar base") );
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this->AddChild( &m_sprRadarBase );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_bValuesVisible[p] = false;
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m_PercentTowardNew[p] = 0;
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for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
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{
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m_fValuesNew[p][c] = 0;
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m_fValuesOld[p][c] = 0;
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}
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}
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}
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void GrooveRadar::GrooveRadarValueMap::SetFromNotes( PlayerNumber pn, Notes* pNotes ) // NULL means no song
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{
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if( pNotes != NULL )
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{
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for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
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{
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const float fValueCurrent = m_fValuesOld[pn][c] * (1-m_PercentTowardNew[pn]) + m_fValuesNew[pn][c] * m_PercentTowardNew[pn];
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m_fValuesOld[pn][c] = fValueCurrent;
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m_fValuesNew[pn][c] = pNotes->m_fRadarValues[c];
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}
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if( m_bValuesVisible[pn] == false ) // the values WERE invisible
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m_PercentTowardNew[pn] = 1;
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else
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m_PercentTowardNew[pn] = 0;
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m_bValuesVisible[pn] = true;
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}
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else // pNotes == NULL
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{
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m_bValuesVisible[pn] = false;
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}
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}
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void GrooveRadar::GrooveRadarValueMap::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_PercentTowardNew[p] = min( m_PercentTowardNew[p]+4.0f*fDeltaTime, 1 );
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}
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}
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void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
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{
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ActorFrame::DrawPrimitives();
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// draw radar filling
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const float fRadius = m_sprRadarBase.GetZoomedHeight()/2.0f*1.1f;
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DISPLAY->SetTexture( NULL );
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DISPLAY->SetColorTextureMultDiffuse();
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DISPLAY->SetAlphaTextureMultDiffuse();
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RAGEVERTEX v[12]; // needed to draw 5 fan primitives and 10 strip primitives
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( !m_bValuesVisible[p] )
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continue;
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//
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// use a fan to draw the volume
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//
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D3DXCOLOR color = PlayerToColor( (PlayerNumber)p );
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color.a = 0.5f;
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v[0].p = D3DXVECTOR3( 0, 0, 0 );
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v[0].color = color;
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int i;
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for( i=0; i<NUM_RADAR_CATEGORIES+1; i++ ) // do one extra to close the fan
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{
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const int c = i%NUM_RADAR_CATEGORIES;
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const float fDistFromCenter =
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( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] + 0.07f ) * fRadius;
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const float fRotation = RADAR_VALUE_ROTATION(i);
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const float fX = cosf(fRotation) * fDistFromCenter;
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const float fY = -sinf(fRotation) * fDistFromCenter;
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v[1+i].p = D3DXVECTOR3( fX, fY, 0 );
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v[1+i].color = v[0].color;
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}
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DISPLAY->AddFan( v, 5 );
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//
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// use a strip to draw the thick line
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//
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for( i=0; i<NUM_RADAR_CATEGORIES+1; i++ ) // do one extra to close the fan
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{
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const int c = i%NUM_RADAR_CATEGORIES;
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const float fDistFromCenter =
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( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] + 0.07f ) * fRadius;
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const float fDistFromCenterInner = fDistFromCenter-RADAR_EDGE_WIDTH/2;
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const float fDistFromCenterOutter = fDistFromCenter+RADAR_EDGE_WIDTH/2;
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const float fRotation = RADAR_VALUE_ROTATION(i);
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const float fXInner = cosf(fRotation) * fDistFromCenterInner;
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const float fXOutter = cosf(fRotation) * fDistFromCenterOutter;
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const float fYInner = -sinf(fRotation) * fDistFromCenterInner;
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const float fYOutter = -sinf(fRotation) * fDistFromCenterOutter;
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v[i*2+0].p = D3DXVECTOR3( fXInner, fYInner, 0 );
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v[i*2+1].p = D3DXVECTOR3( fXOutter, fYOutter, 0 );
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v[i*2+0].color = PlayerToColor( (PlayerNumber)p );
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v[i*2+1].color = v[i*2+0].color;
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}
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DISPLAY->AddStrip( v, 10 );
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}
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}
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void GrooveRadar::GrooveRadarValueMap::TweenOnScreen()
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{
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SetZoom( 0.5f );
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SetRotation( D3DX_PI*4 );
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BeginTweening( 0.6f );
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SetTweenZoom( 1 );
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SetTweenRotationZ( 0 );
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}
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void GrooveRadar::GrooveRadarValueMap::TweenOffScreen()
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{
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BeginTweening( 0.6f );
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SetTweenRotationZ( D3DX_PI*4 );
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SetTweenZoom( 0 );
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}
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