What does this line do other than clobber iPossibleDancePoints[0] and give everybody AA?
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@@ -75,7 +75,6 @@ const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+31);
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const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
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const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
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const ScreenMessage SM_StopHereWeGo = ScreenMessage(SM_User+41);
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const ScreenMessage SM_StopHereWeGo = ScreenMessage(SM_User+41);
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ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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{
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{
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LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
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LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
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@@ -190,21 +189,13 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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}
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}
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}
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}
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m_bChangedOffsetOrBPM = GAMESTATE->m_SongOptions.m_bAutoSync;
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m_bChangedOffsetOrBPM = GAMESTATE->m_SongOptions.m_bAutoSync;
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m_DancingState = STATE_INTRO;
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m_DancingState = STATE_INTRO;
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
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m_bZeroDeltaOnNextUpdate = false;
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m_bZeroDeltaOnNextUpdate = false;
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// If this is beginner mode, show the helper
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// If this is beginner mode, show the helper
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/* !! Working on this.. having probs loading the BG sequences -- Miryokuteki */
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/* !! Working on this.. having probs loading the BG sequences -- Miryokuteki */
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@@ -667,7 +658,6 @@ bool ScreenGameplay::IsLastSong()
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{
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{
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if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
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if( GAMESTATE->m_pCurCourse && GAMESTATE->m_pCurCourse->m_bRepeat )
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return false;
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return false;
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return GAMESTATE->GetCourseSongIndex()+1 == (int)m_apSongsQueue.size(); // GetCourseSongIndex() is 0-based but size() is not
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return GAMESTATE->GetCourseSongIndex()+1 == (int)m_apSongsQueue.size(); // GetCourseSongIndex() is 0-based but size() is not
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}
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}
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@@ -1045,7 +1035,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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if( AllAreFailing() ) SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
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if( AllAreFailing() ) SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
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if( AllAreInDanger() ) m_Background.TurnDangerOn();
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if( AllAreInDanger() ) m_Background.TurnDangerOn();
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else m_Background.TurnDangerOff();
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else m_Background.TurnDangerOff();
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// check for individual fail
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// check for individual fail
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for ( pn=0; pn<NUM_PLAYERS; pn++ )
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for ( pn=0; pn<NUM_PLAYERS; pn++ )
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{
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{
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@@ -1056,7 +1045,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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GAMESTATE->m_CurStageStats.bFailed[pn] = true; // fail
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GAMESTATE->m_CurStageStats.bFailed[pn] = true; // fail
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}
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}
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}
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}
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break;
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break;
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case SongOptions::LIFE_BATTERY:
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case SongOptions::LIFE_BATTERY:
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if( AllFailedEarlier() )SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
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if( AllFailedEarlier() )SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
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@@ -1104,7 +1092,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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ASSERT(0);
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ASSERT(0);
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}
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}
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//
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//
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// Check for enemy death in enemy battle
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// Check for enemy death in enemy battle
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//
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//
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@@ -1157,8 +1144,9 @@ void ScreenGameplay::Update( float fDeltaTime )
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}
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}
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}
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}
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}
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}
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/* What is this line for? pn is always 2 here which goes into iPossibleDancePoints[0]
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GAMESTATE->m_CurStageStats.bFailed[pn] = true;
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GAMESTATE->m_CurStageStats.bFailed[pn] = true;
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*/
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//
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//
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// Check to see if it's time to play a ScreenGameplay comment
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// Check to see if it's time to play a ScreenGameplay comment
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@@ -1186,11 +1174,9 @@ void ScreenGameplay::Update( float fDeltaTime )
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default:
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default:
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ASSERT(0);
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ASSERT(0);
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}
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}
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS; // reset for the next comment
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS; // reset for the next comment
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}
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}
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}
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}
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if( GAMESTATE->m_SongOptions.m_bAssistTick && IsTimeToPlayTicks())
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if( GAMESTATE->m_SongOptions.m_bAssistTick && IsTimeToPlayTicks())
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m_soundAssistTick.Play();
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m_soundAssistTick.Play();
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}
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}
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@@ -1794,6 +1780,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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ShowSavePrompt( SM_GoToStateAfterCleared );
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ShowSavePrompt( SM_GoToStateAfterCleared );
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break;
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break;
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}
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}
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SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
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SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
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break;
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break;
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