Separate styles for players. Notefields positioned between margins. Edit mode works for kickbox.
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+3
-3
@@ -213,9 +213,9 @@ void BPMDisplay::SetBpmFromSteps( const Steps* pSteps )
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void BPMDisplay::SetBpmFromCourse( const Course* pCourse )
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{
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ASSERT( pCourse != NULL );
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ASSERT( GAMESTATE->GetCurrentStyle() != NULL );
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ASSERT( GAMESTATE->GetCurrentStyle(PLAYER_INVALID) != NULL );
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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StepsType st = GAMESTATE->GetCurrentStyle(PLAYER_INVALID)->m_StepsType;
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Trail *pTrail = pCourse->GetTrail( st );
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// GetTranslitFullTitle because "Crashinfo.txt is garbled because of the ANSI output as usual." -f
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ASSERT_M( pTrail != NULL, ssprintf("Course '%s' has no trail for StepsType '%s'", pCourse->GetTranslitFullTitle().c_str(), StringConversion::ToString(st).c_str() ) );
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@@ -259,7 +259,7 @@ void BPMDisplay::SetFromGameState()
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}
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if( GAMESTATE->m_pCurCourse.Get() )
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{
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if( GAMESTATE->GetCurrentStyle() == NULL )
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if( GAMESTATE->GetCurrentStyle(PLAYER_INVALID) == NULL )
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; // This is true when backing out from ScreenSelectCourse to ScreenTitleMenu. So, don't call SetBpmFromCourse where an assert will fire.
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else
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SetBpmFromCourse( GAMESTATE->m_pCurCourse );
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