simplify
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@@ -266,6 +266,12 @@ void ScreenGameplay::Init()
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m_Foreground.SetDrawOrder( DRAW_ORDER_OVERLAY+1 ); // on top of the overlay, but under transitions
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m_Foreground.SetDrawOrder( DRAW_ORDER_OVERLAY+1 ); // on top of the overlay, but under transitions
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this->AddChild( &m_Foreground );
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this->AddChild( &m_Foreground );
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if( PREFSMAN->m_bShowBeginnerHelper )
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{
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m_BeginnerHelper.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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m_BeginnerHelper.SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y );
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this->AddChild( &m_BeginnerHelper );
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}
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m_sprStaticBackground.SetName( "StaticBG" );
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m_sprStaticBackground.SetName( "StaticBG" );
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m_sprStaticBackground.Load( THEME->GetPathG(m_sName,"Static Background") );
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m_sprStaticBackground.Load( THEME->GetPathG(m_sName,"Static Background") );
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@@ -1031,17 +1037,15 @@ void ScreenGameplay::LoadNextSong()
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}
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}
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}
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}
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if( m_BeginnerHelper.Initialize( 2 ) ) // Init for doubles
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m_Background.Unload();
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if( !PREFSMAN->m_bShowBeginnerHelper || !m_BeginnerHelper.Initialize(2) )
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{
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{
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m_Background.Unload(); // BeginnerHelper has its own BG control.
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m_BeginnerHelper.SetHidden( true );
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m_Background.StopAnimating();
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m_BeginnerHelper.SetX( SCREEN_CENTER_X );
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/* BeginnerHelper disabled, or failed to load. */
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m_BeginnerHelper.SetY( SCREEN_CENTER_Y );
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}
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else
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{
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/* BeginnerHelper disabled/failed to load. */
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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if( !GAMESTATE->m_bDemonstrationOrJukebox )
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if( !GAMESTATE->m_bDemonstrationOrJukebox )
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{
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{
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/* This will fade from a preset brightness to the actual brightness (based
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/* This will fade from a preset brightness to the actual brightness (based
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@@ -1053,6 +1057,8 @@ void ScreenGameplay::LoadNextSong()
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m_Background.FadeToActualBrightness();
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m_Background.FadeToActualBrightness();
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}
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}
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}
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}
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else
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m_BeginnerHelper.SetHidden( false );
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m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
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m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
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@@ -1297,8 +1303,6 @@ 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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m_BeginnerHelper.Update(fDeltaTime);
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m_AutoKeysounds.Update(fDeltaTime);
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m_AutoKeysounds.Update(fDeltaTime);
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//
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//
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@@ -1698,12 +1702,6 @@ void ScreenGameplay::AbortGiveUp()
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m_GiveUpTimer.SetZero();
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m_GiveUpTimer.SetZero();
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}
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}
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void ScreenGameplay::DrawPrimitives()
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{
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m_BeginnerHelper.DrawPrimitives();
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Screen::DrawPrimitives();
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}
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void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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{
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@@ -36,7 +36,6 @@ public:
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virtual ~ScreenGameplay();
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virtual ~ScreenGameplay();
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virtual void Update( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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