Cleanup of theme element names
Renamed ScreenSelectMax* back to their old names Replaced all hard-coded transitions with TransitionBGAnimations
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@@ -207,7 +207,7 @@ void Player::Update( float fDeltaTime )
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if( hn.fStartBeat < fSongBeat && fSongBeat < hn.fEndBeat ) // if the song beat is in the range of this hold
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{
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bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
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if( !GAMESTATE->m_bEditing && (PREFSMAN->m_bAutoPlay || GAMESTATE->m_bDemonstration) )
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if( !GAMESTATE->m_bEditing && (PREFSMAN->m_bAutoPlay || GAMESTATE->m_bDemonstrationOrJukebox) )
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bIsHoldingButton = true;
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m_NoteField.m_bIsHoldingHoldNote[i] = bIsHoldingButton && bSteppedOnTapNote; // set host flag so NoteField can do intelligent drawing
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@@ -390,7 +390,7 @@ void Player::Step( int col )
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else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_BOO;
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else score = TNS_NONE;
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if( !GAMESTATE->m_bEditing && (GAMESTATE->m_bDemonstration || PREFSMAN->m_bAutoPlay) )
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if( !GAMESTATE->m_bEditing && (GAMESTATE->m_bDemonstrationOrJukebox || PREFSMAN->m_bAutoPlay) )
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score = TNS_MARVELOUS;
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if( score==TNS_MARVELOUS && !PREFSMAN->m_bMarvelousTiming )
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@@ -550,7 +550,7 @@ int Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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void Player::CrossedRow( int iNoteRow )
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{
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if( PREFSMAN->m_bAutoPlay || GAMESTATE->m_bDemonstration )
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if( PREFSMAN->m_bAutoPlay || GAMESTATE->m_bDemonstrationOrJukebox )
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{
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// check to see if there's at the crossed row
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for( int t=0; t<GetNumTracks(); t++ )
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