blink on button presses during menus so that players can find bad sensors
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@@ -186,7 +186,6 @@ void LightsManager::Update( float fDeltaTime )
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switch( m_LightsMode )
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{
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case LIGHTSMODE_ATTRACT:
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case LIGHTSMODE_MENU:
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case LIGHTSMODE_DEMONSTRATION:
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{
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ZERO( m_LightsState.m_bGameButtonLights );
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@@ -205,10 +204,14 @@ 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_GAMEPLAY:
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{
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if( PREFSMAN->m_bBlinkGameplayButtonLightsOnNote )
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if( m_LightsMode == LIGHTSMODE_GAMEPLAY && PREFSMAN->m_bBlinkGameplayButtonLightsOnNote )
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{
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//
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// Blink on notes.
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//
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FOREACH_GameController( gc )
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{
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FOREACH_GameButton( gb )
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@@ -219,6 +222,9 @@ void LightsManager::Update( float fDeltaTime )
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}
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else
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{
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//
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// Blink on button pressess.
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//
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FOREACH_GameController( gc )
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{
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// don't blink unjoined sides
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