move common PlayTicks code into GameplayAssist
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@@ -746,7 +746,7 @@ void ScreenGameplay::Init()
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m_textDebug.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // just under transitions, over the foreground
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this->AddChild( &m_textDebug );
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m_soundAssistTick.Load( THEME->GetPathS(m_sName,"assist tick"), true );
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m_GameplayAssist.Init();
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if( GAMESTATE->IsAnExtraStage() ) // only load if we're going to use it
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{
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@@ -913,7 +913,7 @@ ScreenGameplay::~ScreenGameplay()
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if( m_pSoundMusic )
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m_pSoundMusic->StopPlaying();
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m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
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m_GameplayAssist.StopPlaying();
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NSMAN->ReportSongOver();
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}
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@@ -1399,43 +1399,9 @@ void ScreenGameplay::PauseGame( bool bPause, GameController gc )
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// play assist ticks
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void ScreenGameplay::PlayTicks()
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{
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if( !GAMESTATE->m_SongOptions.GetCurrent().m_bAssistTick )
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return;
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/* Sound cards have a latency between when a sample is Play()ed and when the sound
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* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
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* ahead. This is just to make sure that we request the sound early enough for it to
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* come out on time; the actual precise timing is handled by SetStartTime. */
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
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const float fSongBeat = GAMESTATE->m_pCurSong->m_Timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
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const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
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static int iRowLastCrossed = -1;
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if( iSongRow < iRowLastCrossed )
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iRowLastCrossed = -1;
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int iTickRow = -1;
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// for each index we crossed since the last update:
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Player &player = *m_vPlayerInfo[0].m_pPlayer;
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const NoteData &nd = player.GetNoteData();
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FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iSongRow+1 )
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if( nd.IsThereATapOrHoldHeadAtRow( r ) )
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iTickRow = r;
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iRowLastCrossed = iSongRow;
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if( iTickRow != -1 )
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{
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const float fTickBeat = NoteRowToBeat( iTickRow );
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const float fTickSecond = GAMESTATE->m_pCurSong->m_Timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
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float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
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fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
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RageSoundParams p;
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p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
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m_soundAssistTick.Play( &p );
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}
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m_GameplayAssist.PlayTicks( nd );
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}
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/* Play announcer "type" if it's been at least fSeconds since the last announcer. */
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@@ -2083,7 +2049,7 @@ void ScreenGameplay::BeginBackingOutFromGameplay()
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AbortGiveUp( false );
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m_pSoundMusic->StopPlaying();
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m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
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m_GameplayAssist.StopPlaying(); /* Stop any queued assist ticks. */
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this->ClearMessageQueue();
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@@ -2570,7 +2536,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_DancingState = STATE_OUTRO;
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AbortGiveUp( false );
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m_pSoundMusic->StopPlaying();
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m_soundAssistTick.StopPlaying(); /* Stop any queued assist ticks. */
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m_GameplayAssist.StopPlaying(); /* Stop any queued assist ticks. */
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TweenOffScreen();
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m_Failed.StartTransitioning( SM_DoNextScreen );
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