unit UMain; interface uses SDL, UGraphic, UMusic, URecord, UTime, SysUtils, UDisplay, UIni, ULog, ULyrics, UScreenSing, gl, zlportio {you can disable it and all PortWriteB calls}, ULCD, ULight, UThemes{, UScreenPopup}; type TPlayer = record Name: string; Score: real; ScoreLine: real; ScoreGolden: real; ScoreI: integer; ScoreLineI: integer; ScoreGoldenI: integer; ScoreTotalI: integer; //SingBar Mod ScoreLast: Real;//Last Line Score ScorePercent: integer;//Aktual Fillstate of the SingBar ScorePercentTarget: integer;//Target Fillstate of the SingBar //end Singbar Mod //PhrasenBonus - Line Bonus Mod LineBonus_PosX: Single; LineBonus_PosY: Single; LineBonus_Alpha: Single; LineBonus_Visible: boolean; LineBonus_Text: string; LineBonus_Color: TRGB; LineBonus_Age: Integer; //Variable vor Positioning -> Set on ScreenShow, different when Playercount Changes LineBonus_TargetX: integer; LineBonus_TargetY: integer; LineBonus_StartX: integer; LineBonus_StartY: integer; //PhrasenBonus - Line Bonus Mod End //PerfectLineTwinkle Mod (effect) LastSentencePerfect: Boolean; //PerfectLineTwinkle Mod end // Meter: real; HighNut: integer; IlNut: integer; Nuta: array of record Start: integer; Dlugosc: integer; Detekt: real; // dokladne miejsce, w ktorym wykryto ta nute Ton: real; Perfect: boolean; // true if the note matches the original one, lit the star // Half size Notes Patch Hit: boolean; // true if the note Hits the Line //end Half size Notes Patch end; end; TStats = record Player: array of TPlayer; SongArtist: UTF8String; SongTitle: UTF8String; end; TMedleyPlaylist = record Song: array of integer; NumMedleySongs: integer; CurrentMedleySong: integer; ApplausePlayed: boolean; Stats: array of TStats; NumPlayer: integer; end; var OGL: Boolean; Done: Boolean; Event: TSDL_event; FileName: string; Restart: boolean; // gracz i jego nuty Player: array of TPlayer; PlayersPlay: integer; PlaylistMedley: TMedleyPlaylist; procedure MainLoop; procedure CheckEvents; procedure Sing(Sender: TScreenSing); procedure NewSentence(Sender: TScreenSing); procedure NewBeat(Sender: TScreenSing); // executed when on then new beat procedure NewBeatC(Sender: TScreenSing); // executed when on then new beat for click procedure NewBeatD(Sender: TScreenSing); // executed when on then new beat for detection //procedure NewHalf; // executed when in the half between beats procedure NewNote(Sender: TScreenSing); // detect note function GetMidBeat(Time: real): real; function GetTimeFromBeat(Beat: integer): real; procedure ClearScores(PlayerNum: integer); implementation uses USongs, UJoystick, math, UCommandLine; procedure MainLoop; var Delay: integer; begin SDL_EnableKeyRepeat(125, 125); While not Done do Begin // joypad if (Ini.Joypad = 1) OR (Params.Joypad) then Joy.Update; // keyboard events CheckEvents; // display done := not Display.Draw; SwapBuffers; // light Light.Refresh; // delay CountMidTime; // if 1000*TimeMid > 100 then beep; Delay := Floor(1000 / 100 - 1000 * TimeMid); if Delay >= 1 then SDL_Delay(Delay); // dynamic, maximum is 100 fps CountSkipTime; // reinitialization of graphics if Restart then begin Reinitialize3D; Restart := false; end; End; FreeOpenGL; End; Procedure CheckEvents; //var // p: pointer; Begin if not Assigned(Display.NextScreen) then While SDL_PollEvent( @event ) = 1 Do Begin // beep; Case Event.type_ Of SDL_ACTIVEEVENT: //workaround for alt-tab bug begin if (Event.active.gain=0) then SDL_SetModState(0); end; SDL_QUITEV: begin Display.Fade := 0; Display.NextScreenWithCheck := nil; Display.CheckOK := True; end; { SDL_MOUSEBUTTONDOWN: With Event.button Do Begin If State = SDL_BUTTON_LEFT Then Begin // End; End; // With} SDL_KEYDOWN: begin //ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then begin // ScreenPopupError.ShowPopup('How dare you press the key'); //show error message Display.ScreenShot; end // popup hack... if there is a visible popup then let it handle input instead of underlying screen // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check) else if (ScreenPopupError <> NIL) and (ScreenPopupError.Visible) then done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True) else if (ScreenPopupCheck <> NIL) AND (ScreenPopupCheck.Visible) then done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True) else if (ScreenPopupHelp <> NIL) AND (ScreenPopupHelp.Visible) then done := not ScreenPopupHelp.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True) // end of popup hack else begin // check for Screen want to Exit done := Not Display.ActualScreen^.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True); //If Screen wants to Exit if done then begin //If Question Option is enabled then Show Exit Popup if (Ini.AskbeforeDel = 1) then begin Display.ActualScreen^.CheckFadeTo(NIL,'MSG_QUIT_USDX'); end else //When asking for exit is disabled then simply exit begin Display.Fade := 0; Display.NextScreenWithCheck := nil; Display.CheckOK := True; end; end; end; // if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.scancode, True)) then end; // SDL_JOYAXISMOTION: // begin // beep // end; SDL_JOYBUTTONDOWN: begin beep end; End; // Case Event.type_ End; // While End; // CheckEvents function GetTimeForBeats(BPM, Beats: real): real; begin Result := 60 / BPM * Beats; end; function GetBeats(BPM, msTime: real): real; begin Result := BPM * msTime / 60; end; procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real); var NewTime: real; begin if High(AktSong.BPM) = BPMNum then begin // last BPM CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.BPM[BPMNum].BPM, Time); Time := 0; end else begin // not last BPM // count how much time is it for start of the new BPM and store it in NewTime NewTime := GetTimeForBeats(AktSong.BPM[BPMNum].BPM, AktSong.BPM[BPMNum+1].StartBeat - AktSong.BPM[BPMNum].StartBeat); // compare it to remaining time if (Time - NewTime) > 0 then begin // there is still remaining time CurBeat := AktSong.BPM[BPMNum].StartBeat; Time := Time - NewTime; end else begin // there is no remaining time CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.BPM[BPMNum].BPM, Time); Time := 0; end; // if end; // if end; function GetMidBeat(Time: real): real; var CurBeat: real; CurBPM: integer; // TopBeat: real; // TempBeat: real; // TempTime: real; begin Result := 0; if Length(AktSong.BPM) = 1 then Result := Time * AktSong.BPM[0].BPM / 60; (* 2 BPMs *) { if Length(AktSong.BPM) > 1 then begin (* new system *) CurBeat := 0; TopBeat := GetBeats(AktSong.BPM[0].BPM, Time); if TopBeat > AktSong.BPM[1].StartBeat then begin // analyze second BPM Time := Time - GetTimeForBeats(AktSong.BPM[0].BPM, AktSong.BPM[1].StartBeat - CurBeat); CurBeat := AktSong.BPM[1].StartBeat; TopBeat := GetBeats(AktSong.BPM[1].BPM, Time); Result := CurBeat + TopBeat; end else begin (* pierwszy przedzial *) Result := TopBeat; end; end; // if} (* more BPMs *) if Length(AktSong.BPM) > 1 then begin CurBeat := 0; CurBPM := 0; while (Time > 0) do begin GetMidBeatSub(CurBPM, Time, CurBeat); Inc(CurBPM); end; Result := CurBeat; end; // if end; function GetTimeFromBeat(Beat: integer): real; var CurBPM: integer; begin Result := 0; if Length(AktSong.BPM) = 1 then Result := AktSong.GAP / 1000 + Beat * 60 / AktSong.BPM[0].BPM; (* more BPMs *) if Length(AktSong.BPM) > 1 then begin Result := AktSong.GAP / 1000; CurBPM := 0; while (CurBPM <= High(AktSong.BPM)) and (Beat > AktSong.BPM[CurBPM].StartBeat) do begin if (CurBPM < High(AktSong.BPM)) and (Beat >= AktSong.BPM[CurBPM+1].StartBeat) then begin // full range Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (AktSong.BPM[CurBPM+1].StartBeat - AktSong.BPM[CurBPM].StartBeat); end; if (CurBPM = High(AktSong.BPM)) or (Beat < AktSong.BPM[CurBPM+1].StartBeat) then begin // in the middle Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (Beat - AktSong.BPM[CurBPM].StartBeat); end; Inc(CurBPM); end; { while (Time > 0) do begin GetMidBeatSub(CurBPM, Time, CurBeat); Inc(CurBPM); end;} end; // if} end; procedure Sing(Sender: TScreenSing); var Pet: integer; PetGr: integer; CP: integer; Done: real; N: integer; begin Czas.Teraz := Czas.Teraz + TimeSkip; Czas.OldBeat := Czas.AktBeat; Czas.MidBeat := GetMidBeat(Czas.Teraz - (AktSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function Czas.AktBeat := Floor(Czas.MidBeat); // Czas.OldHalf := Czas.AktHalf; // Czas.MidHalf := Czas.MidBeat + 0.5; // Czas.AktHalf := Floor(Czas.MidHalf); Czas.OldBeatC := Czas.AktBeatC; Czas.MidBeatC := GetMidBeat(Czas.Teraz - (AktSong.Gap) / 1000); Czas.AktBeatC := Floor(Czas.MidBeatC); Czas.OldBeatD := Czas.AktBeatD; Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (AktSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP Czas.AktBeatD := Floor(Czas.MidBeatD); Czas.FracBeatD := Frac(Czas.MidBeatD); // sentences routines for PetGr := 0 to 0 do begin;//High(Gracz) do begin CP := PetGr; // ustawianie starej czesci Czas.OldCzesc := Czesci[CP].Akt; // wybieranie aktualnej czesci for Pet := 0 to Czesci[CP].High do begin if Czas.AktBeat >= Czesci[CP].Czesc[Pet].Start then Czesci[CP].Akt := Pet; end; // czysczenie nut gracza, gdy to jest nowa plansza // (optymizacja raz na halfbeat jest zla) if Czesci[CP].Akt <> Czas.OldCzesc then NewSentence(Sender); end; // for PetGr // wykonuje operacje raz na beat if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then NewBeat(Sender); // make some operations on clicks if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then NewBeatC(Sender); // make some operations when detecting new voice pitch if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then NewBeatD(Sender); // wykonuje operacje w polowie beatu // if (Czas.AktHalf >= 1) and (Czas.OldHalf <> Czas.AktHalf) then // NewHalf; // plynnie przesuwa text Done := 1; for N := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start <= Czas.MidBeat) and (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc >= Czas.MidBeat) then Done := (Czas.MidBeat - Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start) / (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc); N := Czesci[0].Czesc[Czesci[0].Akt].HighNut; // wylacza ostatnia nute po przejsciu if (Ini.LyricsEffect = 1) and (Done = 1) and (Czas.MidBeat > Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc) then Sender.LyricMain.Selected := -1; if Done > 1 then Done := 1; Sender.LyricMain.Done := Done; // use Done with LCD { with ScreenSing do begin if LyricMain.Selected >= 0 then begin LCD.MoveCursor(1, LyricMain.SelectedLetter + Round((LyricMain.SelectedLength-1) * Done)); LCD.ShowCursor; end; end;} end; procedure NewSentence(Sender: TScreenSing); var G: Integer; begin // czyszczenie nut graczy for G := 0 to High(Player) do begin Player[G].IlNut := 0; Player[G].HighNut := -1; SetLength(Player[G].Nuta, 0); end; // wstawianie tekstow with Sender do begin LyricMain.AddCzesc(Czesci[0].Akt); if Czesci[0].Akt < Czesci[0].High then LyricSub.AddCzesc(Czesci[0].Akt+1) else LyricSub.Clear; end; Sender.UpdateLCD; //On Sentence Change... Sender.onSentenceChange(Czesci[0].Akt); end; procedure NewBeat(Sender: TScreenSing); var Pet: integer; // TempBeat: integer; begin // ustawia zaznaczenie tekstu // SingScreen.LyricMain.Selected := -1; for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeat) then begin // operates on currently beated note Sender.LyricMain.Selected := Pet; // LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter); // LCD.ShowCursor; LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter); LCD.ShowCursor; end; end; procedure NewBeatC; var Pet: integer; // LPT_1: integer; // LPT_2: integer; begin // LPT_1 := 1; // LPT_2 := 1; // beat click if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then Music.PlayClick; // debug system on LPT if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then begin //LPT_1 := 0; // Light.LightOne(0, 150); Light.LightOne(1, 200); // beat light if ParamStr(1) = '-doublelights' then Light.LightOne(0, 200); // beat light { if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod (Czesci[0].Resolution * 2) = 0) then Light.LightOne(0, 150) else Light.LightOne(1, 150)} end; for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeatC) then begin // click assist if Ini.ClickAssist = 1 then Music.PlayClick; //LPT_2 := 0; if ParamStr(1) <> '-doublelights' then Light.LightOne(0, 150); //125 // drum machine (* TempBeat := Czas.AktBeat;// + 2; if (TempBeat mod 8 = 0) then Music.PlayDrum; if (TempBeat mod 8 = 4) then Music.PlayClap; // if (TempBeat mod 4 = 2) then Music.PlayHihat; if (TempBeat mod 4 <> 0) then Music.PlayHihat;*) end; //PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala end; procedure NewBeatD(Sender: TScreenSing); begin NewNote(Sender); end; //procedure NewHalf; //begin // NewNote; //end; procedure NewNote(Sender: TScreenSing); var CP: integer; // current player S: integer; // sentence SMin: integer; SMax: integer; SDet: integer; // temporary: sentence of detected note Pet: integer; Mozna: boolean; Nowa: boolean; Range: integer; NoteHit:boolean; begin // Log.LogStatus('Beat ' + IntToStr(Czas.AktBeat) + ' HalfBeat ' + IntToStr(Czas.AktHalf), 'NewBeat'); // beep; // analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth) // albo juz lepiej nie for CP := 0 to PlayersPlay-1 do begin // analyze buffer Sound[CP].AnalizujBufor; // adds some noise // Czas.Ton := Czas.Ton + Round(Random(3)) - 1; // 0.5.0: count min and max sentence range for checking (detection is delayed to the notes we see on the screen) SMin := Czesci[0].Akt-1; if SMin < 0 then SMin := 0; SMax := Czesci[0].Akt; // check if we can add new note Mozna := false; for S := SMin to SMax do for Pet := 0 to Czesci[0].Czesc[S].HighNut do if ((Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.AktBeatD) and (Czesci[0].Czesc[S].Nuta[Pet].Start + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc - 1 >= Czas.AktBeatD)) and (not Czesci[0].Czesc[S].Nuta[Pet].FreeStyle) // but don't allow when it's FreeStyle note and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > 0) // and make sure the note lenghts is at least 1 then begin SDet := S; Mozna := true; Break; end; S := SDet; // Czas.SzczytJest := true; // Czas.Ton := 27; // gdy moze, to dodaje nute if (Sound[CP].SzczytJest) and (Mozna) then begin // operowanie na ostatniej nucie for Pet := 0 to Czesci[0].Czesc[S].HighNut do if (Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1) and (Czesci[0].Czesc[S].Nuta[Pet].Start + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > Czas.OldBeatD+1) then begin // to robi, tylko dla pary nut (oryginalnej i gracza) // przesuwanie tonu w odpowiednia game while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do Sound[CP].Ton := Sound[CP].Ton - 12; while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do Sound[CP].Ton := Sound[CP].Ton + 12; // Half size Notes Patch NoteHit := false; //if Ini.Difficulty = 0 then Range := 2; //if Ini.Difficulty = 1 then Range := 1; //if Ini.Difficulty = 2 then Range := 0; Range := 2 - Ini.Difficulty; if abs(Czesci[0].Czesc[S].Nuta[Pet].Ton - Sound[CP].Ton) <= Range then begin Sound[CP].Ton := Czesci[0].Czesc[S].Nuta[Pet].Ton; // Half size Notes Patch NoteHit := true; if (Ini.LineBonus = 0) then begin // add points without LineBonus case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of 1: Player[CP].Score := Player[CP].Score + 10000 / Czesci[0].Wartosc * Czesci[0].Czesc[S].Nuta[Pet].Wartosc; 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Czesci[0].Wartosc * Czesci[0].Czesc[S].Nuta[Pet].Wartosc; end; end else begin // add points with Line Bonus case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of 1: Player[CP].Score := Player[CP].Score + 9000 / Czesci[0].Wartosc * Czesci[0].Czesc[S].Nuta[Pet].Wartosc; 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Czesci[0].Wartosc * Czesci[0].Czesc[S].Nuta[Pet].Wartosc; end; end; Player[CP].ScoreI := Floor(Player[CP].Score / 10) * 10; Player[CP].ScoreGoldenI := Floor(Player[CP].ScoreGolden / 10) * 10; Player[CP].ScoreTotalI := Player[CP].ScoreI + Player[CP].ScoreGoldenI + Player[CP].ScoreLineI; end; end; // operowanie // sprawdzanie czy to nowa nuta, czy przedluzenie if S = SMax then begin Nowa := true; // jezeli ostatnia ma ten sam ton if (Player[CP].IlNut > 0 ) and (Player[CP].Nuta[Player[CP].HighNut].Ton = Sound[CP].Ton) and (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD) then Nowa := false; // jezeli jest jakas nowa nuta na sprawdzanym beacie for Pet := 0 to Czesci[0].Czesc[S].HighNut do if (Czesci[0].Czesc[S].Nuta[Pet].Start = Czas.AktBeatD) then Nowa := true; // dodawanie nowej nuty if Nowa then begin // nowa nuta Player[CP].IlNut := Player[CP].IlNut + 1; Player[CP].HighNut := Player[CP].HighNut + 1; SetLength(Player[CP].Nuta, Player[CP].IlNut); Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD; Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1; Player[CP].Nuta[Player[CP].HighNut].Ton := Sound[CP].Ton; // Ton || TonDokl Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat; // Half Note Patch Player[CP].Nuta[Player[CP].HighNut].Hit := NoteHit; // Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Nuta[Gracz.HighNut].Start), 'NewBeat'); end else begin // przedluzenie nuty Player[CP].Nuta[Player[CP].HighNut].Dlugosc := Player[CP].Nuta[Player[CP].HighNut].Dlugosc + 1; end; // check for perfect note and then lit the star (on Draw) for Pet := 0 to Czesci[0].Czesc[S].HighNut do if (Czesci[0].Czesc[S].Nuta[Pet].Start = Player[CP].Nuta[Player[CP].HighNut].Start) and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc = Player[CP].Nuta[Player[CP].HighNut].Dlugosc) and (Czesci[0].Czesc[S].Nuta[Pet].Ton = Player[CP].Nuta[Player[CP].HighNut].Ton) then begin Player[CP].Nuta[Player[CP].HighNut].Perfect := true; end; end;// else beep; // if S = SMax end; // if moze end; // for CP // Log.LogStatus('EndBeat', 'NewBeat'); //On Sentence End -> For LineBonus + SingBar if (sDet >= low(Czesci[0].Czesc)) AND (sDet <= high(Czesci[0].Czesc)) then if ((Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Start + Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Dlugosc - 1) = Czas.AktBeatD) then Sender.onSentenceEnd(sDet); end; procedure ClearScores(PlayerNum: integer); begin Player[PlayerNum].Score := 0; Player[PlayerNum].ScoreI := 0; Player[PlayerNum].ScoreLine := 0; Player[PlayerNum].ScoreLineI := 0; Player[PlayerNum].ScoreGolden := 0; Player[PlayerNum].ScoreGoldenI := 0; Player[PlayerNum].ScoreTotalI := 0; //SingBar Mod Player[PlayerNum].ScoreLast := 0; Player[PlayerNum].ScorePercent := 50;// Sets to 50% when song starts Player[PlayerNum].ScorePercentTarget := 50;// Sets to 50% when song starts //end SingBar Mod //PhrasenBonus - Line Bonus Mod Player[PlayerNum].LineBonus_Visible := False; //Hide Line Bonus Player[PlayerNum].LineBonus_Alpha := 0; //Player[PlayerNum].LineBonus_TargetX := 70 + PlayerNum*500; //will be done by onShow //Player[PlayerNum].LineBonus_TargetY := 30; //will be done by onShow //PhrasenBonus - Line Bonus Mod End end; end.