split UpdateLights() from monster ScreenGameplay::Update()
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@@ -1509,6 +1509,34 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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// update lights
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//
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UpdateLights();
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//
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// update song position meter
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//
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// IMHHO, The song position bar is best used to represent where in the
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// step sequence the players are. It looks "better" that way, showing a
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// song "depleting" as the players wear on. So, it starts "ticking" at
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// the first arrow and winds down to the very end.
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float fPercentPositionSong = SCALE( GAMESTATE->m_fMusicSeconds, m_fSongPosMeterOffset,
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m_fSongPosMeterEnd, 0.0f, 1.0f );
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CLAMP( fPercentPositionSong, 0, 1 );
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m_meterSongPosition.SetPercent( fPercentPositionSong );
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if( NSMAN->useSMserver )
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{
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FOREACH_EnabledPlayer( pn2 )
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if( m_pLifeMeter[pn2] )
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NSMAN->m_playerLife[pn2] = int(m_pLifeMeter[pn2]->GetLife()*10000);
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FOREACH_NSScoreBoardColumn(cn)
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if( m_ShowScoreboard && NSMAN->ChangedScoreboard(cn) )
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m_Scoreboard[cn].SetText( NSMAN->m_Scoreboard[cn] );
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}
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}
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void ScreenGameplay::UpdateLights()
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{
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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bool bBlinkCabinetLight[NUM_CABINET_LIGHTS];
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bool bBlinkGameButton[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
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@@ -1609,30 +1637,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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LIGHTSMAN->BlinkGameButton( GameInput(gc,gb) );
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}
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}
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//
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// update song position meter
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//
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// IMHHO, The song position bar is best used to represent where in the
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// step sequence the players are. It looks "better" that way, showing a
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// song "depleting" as the players wear on. So, it starts "ticking" at
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// the first arrow and winds down to the very end.
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float fPercentPositionSong = SCALE( GAMESTATE->m_fMusicSeconds, m_fSongPosMeterOffset,
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m_fSongPosMeterEnd, 0.0f, 1.0f );
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CLAMP( fPercentPositionSong, 0, 1 );
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m_meterSongPosition.SetPercent( fPercentPositionSong );
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if( NSMAN->useSMserver )
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{
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FOREACH_EnabledPlayer( pn2 )
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if( m_pLifeMeter[pn2] )
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NSMAN->m_playerLife[pn2] = int(m_pLifeMeter[pn2]->GetLife()*10000);
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FOREACH_NSScoreBoardColumn(cn)
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if( m_ShowScoreboard && NSMAN->ChangedScoreboard(cn) )
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m_Scoreboard[cn].SetText( NSMAN->m_Scoreboard[cn] );
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}
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}
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void ScreenGameplay::AbortGiveUp()
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@@ -76,6 +76,7 @@ protected:
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float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
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void ShowSavePrompt( ScreenMessage SM_SendWhenDone );
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void PlayAnnouncer( CString type, float fSeconds );
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void UpdateLights();
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void PlayTicks();
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void UpdateSongPosition( float fDeltaTime );
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