Add the SurvivalModOverride metric.
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@@ -8,6 +8,13 @@ ________________________________________________________________________________
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StepMania 5.0 $next | 20111xxx
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--------------------------------------------------------------------------------
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2011/11/28
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----------
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* [ScreenGameplay] Add the SurvivalModOverride metric. Let the themer decide
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if mods should be overridden on survival or not. Funny enough, this used
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to be true for the old Oni style mode, but...well, we'll cross that bridge
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later. [Wolfman2000]
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2011/11/27
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----------
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* [PlayerOptions] Pretty large changes here, namely a bunch of new bindings.
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@@ -3075,6 +3075,7 @@ SecondsBetweenComments=10.0
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ScoreKeeperClass=ScoreKeeperClass()
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TickEarlySeconds=0
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LightsMode="LightsMode_Gameplay"
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SurvivalModOverride=true
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#
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PlayerType="Player"
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# useful in some obscure situations where the theme resolution has been increased.
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@@ -70,6 +70,7 @@
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static ThemeMetric<float> INITIAL_BACKGROUND_BRIGHTNESS ("ScreenGameplay","InitialBackgroundBrightness");
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static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
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static ThemeMetric<RString> SCORE_KEEPER_CLASS ("ScreenGameplay","ScoreKeeperClass");
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static ThemeMetric<bool> SURVIVAL_MOD_OVERRIDE ("ScreenGameplay","SurvivalModOverride");
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AutoScreenMessage( SM_PlayGo );
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@@ -831,7 +832,7 @@ void ScreenGameplay::InitSongQueues()
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}
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// In a survival course, override stored mods
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if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL )
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if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL && SURVIVAL_MOD_OVERRIDE )
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{
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pi->GetPlayerState()->m_PlayerOptions.FromString( ModsLevel_Stage,
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"clearall,"
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@@ -197,6 +197,7 @@ protected:
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ThemeMetric<bool> ALLOW_CENTER_1_PLAYER;
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ThemeMetric<bool> UNPAUSE_WITH_START;
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ThemeMetric<RString> SONG_NUMBER_FORMAT;
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ThemeMetric<bool> SURVIVAL_MOD_OVERRIDE;
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bool IsLastSong();
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void SetupSong( int iSongIndex );
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