add LIGHTSMODE_MENU_START_ONLY LIGHTSMODE_MENU_START_AND_DIRECTIONS
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@@ -37,7 +37,8 @@ StringToX( CabinetLight );
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static const char *LightsModeNames[] = {
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"Attract",
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"Joining",
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"Menu",
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"MenuStartOnly",
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"MenuStartAndDirections",
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"Demonstration",
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"Gameplay",
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"Stage",
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@@ -224,7 +225,8 @@ void LightsManager::Update( float fDeltaTime )
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m_LightsState.m_bCabinetLights[LIGHT_BASS_RIGHT] = bOn;
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}
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break;
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case LIGHTSMODE_MENU:
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case LIGHTSMODE_MENU_START_ONLY:
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case LIGHTSMODE_MENU_START_AND_DIRECTIONS:
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case LIGHTSMODE_JOINING:
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{
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FOREACH_CabinetLight( cl )
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@@ -248,13 +250,42 @@ void LightsManager::Update( float fDeltaTime )
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default: ASSERT(0);
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}
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/* Light the button lights for active players. */
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FOREACH_PlayerNumber( pn )
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/* Light the menu buttons. */
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switch( m_LightsMode )
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{
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if( GAMESTATE->m_bSideIsJoined[pn] )
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DEFAULT_FAIL(m_LightsMode);
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case LIGHTSMODE_MENU_START_ONLY:
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case LIGHTSMODE_MENU_START_AND_DIRECTIONS:
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{
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m_LightsState.m_bGameButtonLights[pn][GAME_BUTTON_START] = true;
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float fSec = RageTimer::GetTimeSinceStartFast();
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float fFractionSec = fSec - truncf(fSec);
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bool bOn = fFractionSec < 0.5f;
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FOREACH_PlayerNumber( pn )
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{
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if( GAMESTATE->m_bSideIsJoined[pn] )
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{
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m_LightsState.m_bGameButtonLights[pn][GAME_BUTTON_START] = bOn;
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switch( m_LightsMode )
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{
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DEFAULT_FAIL(m_LightsMode);
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case LIGHTSMODE_MENU_START_ONLY:
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break;
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case LIGHTSMODE_MENU_START_AND_DIRECTIONS:
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m_LightsState.m_bGameButtonLights[pn][GAME_BUTTON_MENULEFT] = bOn;
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m_LightsState.m_bGameButtonLights[pn][GAME_BUTTON_MENURIGHT] = bOn;
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break;
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}
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}
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}
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}
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break;
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case LIGHTSMODE_JOINING:
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FOREACH_PlayerNumber( pn )
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{
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if( GAMESTATE->m_bSideIsJoined[pn] )
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m_LightsState.m_bGameButtonLights[pn][GAME_BUTTON_START] = true;
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}
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break;
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}
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}
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break;
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@@ -315,7 +346,8 @@ void LightsManager::Update( float fDeltaTime )
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}
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}
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break;
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case LIGHTSMODE_MENU:
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case LIGHTSMODE_MENU_START_ONLY:
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case LIGHTSMODE_MENU_START_AND_DIRECTIONS:
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case LIGHTSMODE_GAMEPLAY:
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{
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if( m_LightsMode == LIGHTSMODE_GAMEPLAY && g_bBlinkGameplayButtonLightsOnNote )
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