Turn player 1's blind modifier back off when we are done so it isn't on during the gameplay demo.
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@@ -217,6 +217,9 @@ void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
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/* We can't do this in ScreenHowToPlay::~ScreenHowToPlay, since that happens
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/* We can't do this in ScreenHowToPlay::~ScreenHowToPlay, since that happens
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* after the ctor of the next screen; we don't want to mess with its state. */
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* after the ctor of the next screen; we don't want to mess with its state. */
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GAMESTATE->m_pCurSong = NULL;
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GAMESTATE->m_pCurSong = NULL;
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/* turn the blind modifier back off so the demo screen doesn't have it on */
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_fBlind = 0;
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break;
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break;
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}
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}
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ScreenAttract::HandleScreenMessage( SM );
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ScreenAttract::HandleScreenMessage( SM );
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@@ -233,8 +236,8 @@ void ScreenHowToPlay::DrawPrimitives()
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RageColor(0,0,0,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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RageVector3(0, 0, 1) );
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m_mDancePad.Draw();
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// m_mDancePad.Draw();
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m_mCharacter.Draw();
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// m_mCharacter.Draw();
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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DISPLAY->SetLighting( false );
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