added features to package manager, and renamed "Skins" dir to "NoteSkins"
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@@ -880,7 +880,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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// fPositionSeconds ahead
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if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_TICK )
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{
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fPositionSeconds += (SOUND->GetPlayLatency()+0.01f) * m_soundMusic.GetPlaybackRate(); // HACK: Add 0.02 seconds to account for the fact that the sound file has 0.01 seconds of silence at the beginning
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fPositionSeconds += (SOUND->GetPlayLatency()+0.015f) * m_soundMusic.GetPlaybackRate(); // HACK: Add 0.015 seconds to account for the fact that the middle of the tick sounds occurs 0.015 seconds into playing.
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GAMESTATE->m_pCurSong->GetBeatAndBPSFromElapsedTime( fPositionSeconds, fSongBeat, fBPS, bFreeze );
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int iRowNow = BeatToNoteRowNotRounded( fSongBeat );
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@@ -951,6 +951,18 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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{
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switch( DeviceI.button )
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{
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case DIK_F7:
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if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_NONE )
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GAMESTATE->m_SongOptions.m_AssistType = SongOptions::ASSIST_TICK;
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else
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GAMESTATE->m_SongOptions.m_AssistType = SongOptions::ASSIST_NONE;
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m_textDebug.SetText( ssprintf( "Assist tick is %s.", (GAMESTATE->m_SongOptions.m_AssistType==SongOptions::ASSIST_NONE)?"OFF":"ON") );
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m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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m_textDebug.StopTweening();
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m_textDebug.BeginTweeningQueued( 3 ); // sleep
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m_textDebug.BeginTweeningQueued( 0.5f ); // fade out
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m_textDebug.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
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break;
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case DIK_F8:
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PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
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break;
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