m_bPastHereWeGo -> !m_bGameplayLeadIn, default false. This is more natural;
!m_bPastHereWeGo was the usual case.
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@@ -73,7 +73,7 @@ GameState::GameState() :
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m_pCurSteps( Message_CurrentStepsP1Changed ),
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m_pCurCourse( Message_CurrentCourseChanged ),
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m_pCurTrail( Message_CurrentTrailP1Changed ),
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m_bPastHereWeGo( Message_HereWeGoChanged ),
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m_bGameplayLeadIn( Message_GameplayLeadInChanged ),
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m_stEdit( Message_EditStepsTypeChanged ),
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m_pEditSourceSteps( Message_EditSourceStepsChanged ),
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m_stEditSource( Message_EditSourceStepsTypeChanged ),
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@@ -583,7 +583,7 @@ void GameState::ResetMusicStatistics()
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m_fSongBeat = 0;
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m_fCurBPS = 10;
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m_bFreeze = false;
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m_bPastHereWeGo.Set( false );
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m_bGameplayLeadIn.Set( false );
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Actor::SetBGMTime( 0, 0 );
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}
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@@ -2007,6 +2007,7 @@ public:
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static int IsEventMode( T* p, lua_State *L ) { lua_pushboolean(L, p->IsEventMode() ); return 1; }
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static int GetNumPlayersEnabled( T* p, lua_State *L ) { lua_pushnumber(L, p->GetNumPlayersEnabled() ); return 1; }
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static int GetSongBeat( T* p, lua_State *L ) { lua_pushnumber(L, p->m_fSongBeat ); return 1; }
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static int GetGameplayStarting( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bGameplayLeadIn ); return 1; }
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static int PlayerUsingBothSides( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayerUsingBothSides() ); return 1; }
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static int GetCoins( T* p, lua_State *L ) { lua_pushnumber(L, p->m_iCoins ); return 1; }
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static int IsSideJoined( T* p, lua_State *L ) { lua_pushboolean(L, p->m_bSideIsJoined[(PlayerNumber)IArg(1)] ); return 1; }
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@@ -2087,6 +2088,7 @@ public:
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ADD_METHOD( IsEventMode );
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ADD_METHOD( GetNumPlayersEnabled );
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ADD_METHOD( GetSongBeat );
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ADD_METHOD( GetGameplayStarting );
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ADD_METHOD( PlayerUsingBothSides );
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ADD_METHOD( GetCoins );
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ADD_METHOD( IsSideJoined );
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