quick fix to disable affect of tilde in survival
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@@ -1666,14 +1666,18 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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//
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// Update living players' alive time
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// Update living players' alive time
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//
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//
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// HACK: Don't scale alive time when ussing tab/tilde. Instead of accumulating time from a timer,
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// this time should instead be tied to the music position.
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float fUnscaledDeltaTime = m_timerGameplaySeconds.GetDeltaTime();
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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if( !pi->GetPlayerStageStats()->bFailed )
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if( !pi->GetPlayerStageStats()->bFailed )
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pi->GetPlayerStageStats()->fAliveSeconds += fDeltaTime * GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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pi->GetPlayerStageStats()->fAliveSeconds += fUnscaledDeltaTime * GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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// update fGameplaySeconds
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// update fGameplaySeconds
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STATSMAN->m_CurStageStats.fGameplaySeconds += fDeltaTime;
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STATSMAN->m_CurStageStats.fGameplaySeconds += fUnscaledDeltaTime;
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if( GAMESTATE->m_fSongBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat && GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
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if( GAMESTATE->m_fSongBeat >= GAMESTATE->m_pCurSong->m_fFirstBeat && GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
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STATSMAN->m_CurStageStats.fStepsSeconds += fDeltaTime;
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STATSMAN->m_CurStageStats.fStepsSeconds += fUnscaledDeltaTime;
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//
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//
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// Check for end of song
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// Check for end of song
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@@ -224,6 +224,8 @@ protected:
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vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in Init
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vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in Init
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virtual void FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut ) = 0;
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virtual void FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut ) = 0;
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virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep ) { return m_vPlayerInfo[iep.pn]; }
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virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep ) { return m_vPlayerInfo[iep.pn]; }
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RageTimer m_timerGameplaySeconds;
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};
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};
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vector<PlayerInfo>::iterator GetNextEnabledPlayerInfo ( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v );
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vector<PlayerInfo>::iterator GetNextEnabledPlayerInfo ( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v );
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