Don't update or draw the pad/characters twice.
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@@ -261,16 +261,9 @@ void ScreenHowToPlay::Update( float fDelta )
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
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if ( m_pmCharacter )
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{
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Step();
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if( !GAMESTATE->m_bFreeze )
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m_pmCharacter->Update( fDelta );
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}
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}
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if( m_pmDancePad )
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m_pmDancePad->Update( fDelta );
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ScreenAttract::Update( fDelta );
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}
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@@ -292,39 +285,6 @@ void ScreenHowToPlay::HandleScreenMessage( const ScreenMessage SM )
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ScreenAttract::HandleScreenMessage( SM );
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}
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void ScreenHowToPlay::DrawPrimitives()
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{
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Screen::DrawPrimitives();
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if( m_pmDancePad || m_pmCharacter )
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{
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if(PREFSMAN->m_bCelShadeModels)
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{
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if( m_pmDancePad ) m_pmDancePad->DrawCelShaded();
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if( m_pmCharacter ) m_pmCharacter->DrawCelShaded();
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}
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else
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{
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.5,0.5,0.5,1),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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if( m_pmCharacter ) m_pmCharacter->Draw();
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if( m_pmDancePad ) m_pmDancePad->Draw();
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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m_In.DrawPrimitives();
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m_Out.DrawPrimitives();
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}
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}
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// lua start
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#include "LuaBinding.h"
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@@ -17,7 +17,6 @@ public:
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virtual void Update( float fDelta );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void DrawPrimitives();
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//
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// Lua
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