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@@ -780,10 +780,11 @@ void ScreenGameplay::LoadNextSong()
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/* Set up song-specific graphics. */
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/* Set up song-specific graphics. */
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/* TODO: fall back on m_Background if nobody is on beginner. */
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if( PREFSMAN->m_bShowBeginnerHelper )
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if( PREFSMAN->m_bShowBeginnerHelper )
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{
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{
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// Beginner steps are always the same on both players.. Just get the # of 1 player that's using the Beginner steps, and go on.
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// Beginner steps are always the same on both players.. Just get the # of 1 player that's using the Beginner steps, and go on.
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m_iPOB = 0;
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for( int pb=0; pb<NUM_PLAYERS; pb++ )
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for( int pb=0; pb<NUM_PLAYERS; pb++ )
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if( GAMESTATE->IsPlayerEnabled(pb) && GAMESTATE->m_PreferredDifficulty[pb] == DIFFICULTY_BEGINNER )
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if( GAMESTATE->IsPlayerEnabled(pb) && GAMESTATE->m_PreferredDifficulty[pb] == DIFFICULTY_BEGINNER )
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m_iPOB = pb;
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m_iPOB = pb;
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@@ -986,12 +987,16 @@ void ScreenGameplay::Update( float fDeltaTime )
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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int pn;
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int pn;
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/* Why *GAMESTATE->m_fCurBPS? Update() functions are usually seconds; this will
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* make time units within BeginnerHelper actors odd. */
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m_BeginnerHelper.Update(fDeltaTime*GAMESTATE->m_fCurBPS);
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m_BeginnerHelper.Update(fDeltaTime*GAMESTATE->m_fCurBPS);
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switch( m_DancingState )
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switch( m_DancingState )
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{
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{
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case STATE_DANCING:
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case STATE_DANCING:
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// Check to see what we animate on this one
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// Check to see what we animate on this one
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/* tip: Store a NoteData inside BeginnerHelper, Load it above and handle all of this
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* within BeginnerHelper::Update. */
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if( PREFSMAN->m_bShowBeginnerHelper )
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if( PREFSMAN->m_bShowBeginnerHelper )
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{
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{
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int iStep = 0;
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int iStep = 0;
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