ScreenGameplay now has bpm on it for para support (hidden for all gametypes but para via metrics)
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@@ -32,6 +32,9 @@
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// Defines
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//
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#define BPM_X THEME->GetMetricF("ScreenGameplay","BPMX")
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#define BPM_Y THEME->GetMetricF("ScreenGameplay","BPMY")
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#define BPM_ZOOM THEME->GetMetricF("ScreenGameplay","BPMZoom")
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#define LIFE_FRAME_X THEME->GetMetricF("ScreenGameplay","LifeFrameX")
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#define LIFE_FRAME_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("LifeFrame%sY",e?"Extra":""))
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#define SCORE_FRAME_X THEME->GetMetricF("ScreenGameplay","ScoreFrameX")
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@@ -146,7 +149,6 @@ ScreenGameplay::ScreenGameplay()
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}
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m_bChangedOffsetOrBPM = (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON);
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@@ -221,6 +223,16 @@ ScreenGameplay::ScreenGameplay()
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m_textStageNumber.SetText( GAMESTATE->GetStageText() );
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m_textStageNumber.SetDiffuse( GAMESTATE->GetStageColor() );
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Song* pSong;
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pSong = GAMESTATE->m_pCurSong;
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m_BPMDisplay.SetXY( BPM_X, BPM_Y );
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m_BPMDisplay.SetZoom( BPM_ZOOM );
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this->AddChild( &m_BPMDisplay );
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float fMinBPM, fMaxBPM;
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pSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
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m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_textCourseSongNumber[p].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
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@@ -645,6 +657,12 @@ bool ScreenGameplay::PlayTicks() const
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return bAnyoneHasANote;
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}
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/***********************************
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UPDATE
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(had to add this I was LOST in this code
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hehe - Andy)
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************************************/
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void ScreenGameplay::Update( float fDeltaTime )
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{
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//LOG->Trace( "ScreenGameplay::Update(%f)", fDeltaTime );
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