These diffuse settings don't actually do anything, since Background
doesn't add anything to the frame; they aren't propagated anywhere. I'm not sure we need them, anyway; we have a transition on top of gameplay (and wouldn't setting a gray diffuse be ugly, anyway?)
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@@ -296,7 +296,6 @@ void ScreenGameplay::Init()
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m_Background.SetDiffuse( RageColor(0.4f,0.4f,0.4f,1) );
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m_Background.SetZ( 2 ); // behind everything else
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m_Background.SetZ( 2 ); // behind everything else
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this->AddChild( &m_Background );
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this->AddChild( &m_Background );
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@@ -1008,10 +1007,6 @@ void ScreenGameplay::LoadNextSong()
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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}
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}
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m_Background.SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) );
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m_Background.BeginTweening( 2 );
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m_Background.SetDiffuse( RageColor(1,1,1,1) );
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m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
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m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
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m_fTimeSinceLastDancingComment = 0;
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m_fTimeSinceLastDancingComment = 0;
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@@ -2173,10 +2168,6 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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TweenOffScreen();
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TweenOffScreen();
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m_Failed.StartTransitioning( SM_GoToScreenAfterFail );
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m_Failed.StartTransitioning( SM_GoToScreenAfterFail );
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// make the background invisible so we don't waste power drawing it
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m_Background.BeginTweening( 1 );
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m_Background.SetDiffuse( RageColor(1,1,1,0) );
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// show the survive time if extra stage
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// show the survive time if extra stage
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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{
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{
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