Fixed annoying "Pump Center Pad Bug"
Basically "tap" was being mistook for "tap explosion" so now tap is renamed to "tap parts" stick with it :)
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@@ -40,6 +40,8 @@
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#define METER_Y( p ) THEME->GetMetricF("ScreenEz2SelectMusic",ssprintf("MeterP%dY",p+1))
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#define GUIDE_X THEME->GetMetricF("ScreenSelectMode","GuideX")
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#define GUIDE_Y THEME->GetMetricF("ScreenSelectMode","GuideY")
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#define SPEEDICON_X( p ) THEME->GetMetricF("ScreenEz2SelectMusic",ssprintf("SpeedIconP%dX",p+1))
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#define SPEEDICON_Y( p ) THEME->GetMetricF("ScreenEz2SelectMusic",ssprintf("SpeedIconP%dY",p+1))
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const float TWEEN_TIME = 0.5f;
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@@ -86,6 +88,11 @@ ScreenEz2SelectMusic::ScreenEz2SelectMusic()
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m_FootMeter[p].SetShadowLength( 2 );
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this->AddChild( &m_FootMeter[p] );
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m_SpeedIcon[p].Load( THEME->GetPathTo("Graphics","select music speedicon"));
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m_SpeedIcon[p].SetXY( SPEEDICON_X(p), SPEEDICON_Y(p) );
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m_SpeedIcon[p].SetDiffuse( RageColor(0,0,0,0) );
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this->AddChild(&m_SpeedIcon[p] );
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m_iSelection[p] = 0;
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}
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@@ -149,10 +156,30 @@ void ScreenEz2SelectMusic::Input( const DeviceInput& DeviceI, const InputEventTy
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HarderDifficulty( pn );
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return;
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}
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if( CodeDetector::DetectAndAdjustOptions(GameI.controller) )
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{
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UpdateOptions( pn );
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}
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenEz2SelectMusic::UpdateOptions(PlayerNumber pn)
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{
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CString sOptions = GAMESTATE->m_PlayerOptions[pn].GetString();
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CStringArray asOptions;
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split( sOptions, ", ", asOptions, true );
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if(asOptions[0] != "1.0X")
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{
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m_SpeedIcon[pn].SetDiffuse( RageColor(1,1,1,1) );
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}
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else
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{
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m_SpeedIcon[pn].SetDiffuse( RageColor(0,0,0,0) );
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}
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}
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void ScreenEz2SelectMusic::HandleScreenMessage( const ScreenMessage SM )
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{
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Screen::HandleScreenMessage( SM );
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