ScreenMessaged' some stuff, and now shows "Initilizing Network" when attempting to connect to server on start.
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@@ -66,6 +66,7 @@ const ScreenMessage SM_PlayGo = ScreenMessage(SM_User+1);
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// received while STATE_DANCING
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10);
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const ScreenMessage SM_LoadNextSong = ScreenMessage(SM_User+11);
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const ScreenMessage SM_NET_UpdateScoreboard = ScreenMessage(SM_User+12);
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// received while STATE_OUTRO
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const ScreenMessage SM_SaveChangedBeforeGoingBack = ScreenMessage(SM_User+20);
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@@ -1574,17 +1575,10 @@ void ScreenGameplay::Update( float fDeltaTime )
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CLAMP( fPercentPositionSong, 0, 1 );
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m_meterSongPosition.SetPercent( fPercentPositionSong );
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if (NSMAN->useSMserver) {
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if (NSMAN->useSMserver)
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FOREACH_EnabledPlayer( pn2 )
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{
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if( m_pLifeMeter[pn2] )
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NSMAN->m_playerLife[pn2] = int(m_pLifeMeter[pn2]->GetLife()*10000);
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}
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if (m_ShowScoreboard)
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FOREACH_NSScoreBoardColumn (cn)
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if (NSMAN->ChangedScoreboard(cn))
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m_Scoreboard[cn].SetText(NSMAN->m_Scoreboard[cn]);
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}
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}
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void ScreenGameplay::AbortGiveUp()
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@@ -2329,6 +2323,14 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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case SM_StopMusic:
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m_soundMusic.Stop();
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break;
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case SM_NET_UpdateScoreboard:
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if (!NSMAN->useSMserver)
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break;
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if (m_ShowScoreboard)
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FOREACH_NSScoreBoardColumn (cn)
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if (NSMAN->ChangedScoreboard(cn))
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m_Scoreboard[cn].SetText(NSMAN->m_Scoreboard[cn]);
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break;
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}
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}
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