Added support for AutoAdjust
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@@ -147,7 +147,7 @@ ScreenGameplay::ScreenGameplay()
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}
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m_bChangedOffsetOrBPM = false;
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m_bChangedOffsetOrBPM = (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON);
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m_DancingState = STATE_INTRO;
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@@ -817,9 +817,22 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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{
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switch( DeviceI.button )
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{
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// case DIK_F6:
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// this->SendScreenMessage( SM_BeginToasty, 0 );
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// break;
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case DIK_F6:
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m_bChangedOffsetOrBPM = true;
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if (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON) {
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GAMESTATE->m_SongOptions.m_AutoAdjust = SongOptions::ADJUST_OFF;
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m_textDebug.SetText( "AutoAdjust is OFF" );
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} else {
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GAMESTATE->m_SongOptions.m_AutoAdjust = SongOptions::ADJUST_ON;
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m_textDebug.SetText( "AutoAdjust is ON" );
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}
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m_textDebug.SetDiffuse( D3DXCOLOR(1,1,1,1) );
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m_textDebug.StopTweening();
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m_textDebug.BeginTweening( 3 ); // sleep
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m_textDebug.BeginTweening( 0.5f ); // fade out
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m_textDebug.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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break;
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case DIK_F7:
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if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_NONE )
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GAMESTATE->m_SongOptions.m_AssistType = SongOptions::ASSIST_TICK;
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