Player-side Autoplay modifier (allows one player to play normally, while the other is in autoplay mode)
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@@ -358,6 +358,7 @@ OsMountPlayer2=
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Persp=Persp
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Player1Profile=
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Player2Profile=
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PlayerAutoPlay=PlayerAutoPlay
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PreloadSounds=If YES, preload most sounds in advance. This increases load times, and should normally be left OFF.
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Premium=Premium
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Profile=
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@@ -824,6 +825,7 @@ Play mods from course=Play mods from course
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Play selection=Play selection
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Player1Profile=Player1 Profile
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Player2Profile=Player2 Profile
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PlayerAutoPlay=Player AutoPlay
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Predicted Meter=Predicted Meter
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Preferences=Preferences
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PreloadSounds=Preload Sounds
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@@ -3468,7 +3468,7 @@ NextScreen=ScreenPlayerOptionsNext()
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PlayMusic=false
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TimerSeconds=30
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ShowStyleIcon=false
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LineNames="1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16"
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LineNames="1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17"
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Line1="list,Speed"
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Line2="list,Accel"
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Line3="list,Effect"
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@@ -3480,11 +3480,12 @@ Line8="list,NoteSkins"
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Line9="list,Holds"
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Line10="list,Mines"
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Line11="list,Attacks"
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Line12="list,Hide"
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Line13="list,Persp"
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Line14="list,ScoreDisplay"
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Line15="list,Steps"
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Line16="list,Characters"
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Line12="list,PlayerAutoPlay"
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Line13="list,Hide"
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Line14="list,Persp"
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Line15="list,ScoreDisplay"
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Line16="list,Steps"
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Line17="list,Characters"
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[ScreenRaveOptions]
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Fallback="ScreenOptions"
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@@ -3689,6 +3690,10 @@ AttacksDefault="mod,no randomattacks,no songattacks"
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Attacks,1="name,Off"
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Attacks,2="mod,randomattacks;name,RandomAttacks"
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Attacks,3="mod,songattacks;name,SongAttacks"
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PlayerAutoPlay="2"
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PlayerAutoPlayDefault="mod,no playerautoplay"
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PlayerAutoPlay,1="name,Off"
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PlayerAutoPlay,2="mod,playerautoplay;name,On"
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Hide="3"
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HideDefault="mod,no dark,no blind"
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Hide,1="name,Off"
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@@ -29,6 +29,7 @@ void PlayerOptions::Init()
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m_fCover = 0; m_SpeedfCover = 1.0f;
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m_fRandAttack = 0; m_SpeedfRandAttack = 1.0f;
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m_fSongAttack = 0; m_SpeedfSongAttack = 1.0f;
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m_fPlayerAutoPlay = 0; m_SpeedfPlayerAutoPlay = 1.0f;
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m_bSetTiltOrSkew = false;
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m_fPerspectiveTilt = 0; m_SpeedfPerspectiveTilt = 1.0f;
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m_fSkew = 0; m_SpeedfSkew = 1.0f;
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@@ -65,6 +66,7 @@ void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
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APPROACH( fCover );
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APPROACH( fRandAttack );
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APPROACH( fSongAttack );
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APPROACH( fPlayerAutoPlay );
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APPROACH( fPerspectiveTilt );
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APPROACH( fSkew );
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APPROACH( fPassmark );
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@@ -167,8 +169,9 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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AddPart( AddTo, m_fBlind, "Blind" );
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AddPart( AddTo, m_fCover, "Cover" );
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AddPart( AddTo, m_fRandAttack, "RandomAttacks" );
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AddPart( AddTo, m_fSongAttack, "SongAttacks" );
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AddPart( AddTo, m_fRandAttack, "RandomAttacks" );
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AddPart( AddTo, m_fSongAttack, "SongAttacks" );
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AddPart( AddTo, m_fPlayerAutoPlay, "PlayerAutoPlay" );
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AddPart( AddTo, m_fPassmark, "Passmark" );
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@@ -384,6 +387,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
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else if( sBit == "cover" ) SET_FLOAT( fCover )
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else if( sBit == "randomattacks" ) SET_FLOAT( fRandAttack )
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else if( sBit == "songattacks" ) SET_FLOAT( fSongAttack )
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else if( sBit == "playerautoplay" ) SET_FLOAT( fPlayerAutoPlay )
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else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
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else if( sBit == "overhead" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "incoming" ) { m_bSetTiltOrSkew = true; m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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@@ -624,6 +628,7 @@ bool PlayerOptions::operator==( const PlayerOptions &other ) const
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COMPARE(m_fCover);
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COMPARE(m_fRandAttack);
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COMPARE(m_fSongAttack);
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COMPARE(m_fPlayerAutoPlay);
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COMPARE(m_fPerspectiveTilt);
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COMPARE(m_fSkew);
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COMPARE(m_sNoteSkin);
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@@ -674,6 +679,7 @@ bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerN
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if( m_bTransforms[TRANSFORM_ECHO] ) return true;
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if( m_fCover ) return true;
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if( m_fPlayerAutoPlay ) return true;
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return false;
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}
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@@ -135,6 +135,7 @@ public:
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float m_fCover, m_SpeedfCover; // hide the background per-player--can't think of a good name
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float m_fRandAttack, m_SpeedfRandAttack;
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float m_fSongAttack, m_SpeedfSongAttack;
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float m_fPlayerAutoPlay, m_SpeedfPlayerAutoPlay;
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bool m_bSetTiltOrSkew; // true if the tilt or skew was set by FromString
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float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
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float m_fSkew, m_SpeedfSkew; // 0 = vanish point is in center of player, 1 = vanish point is in center of screen
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@@ -654,7 +654,8 @@ void ScoreKeeperNormal::HandleTapRowScore( const NoteData &nd, int iRow )
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// handle combo logic
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//
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#ifndef DEBUG
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if( GamePreferences::m_AutoPlay != PC_HUMAN && !GAMESTATE->m_bDemonstrationOrJukebox ) // cheaters never prosper
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if( (GamePreferences::m_AutoPlay != PC_HUMAN || m_pPlayerState->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0)
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&& !GAMESTATE->m_bDemonstrationOrJukebox ) // cheaters never prosper
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{
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m_iCurToastyCombo = 0;
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return;
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@@ -2084,7 +2084,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
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GameButtonType gbt = GAMESTATE->m_pCurGame->GetPerButtonInfo(input.GameI.button)->m_gbt;
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if( GamePreferences::m_AutoPlay == PC_HUMAN )
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if( GamePreferences::m_AutoPlay == PC_HUMAN && GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay == 0 )
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{
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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bool bRelease = input.type == IET_RELEASE;
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@@ -2291,7 +2291,11 @@ m_pSoundMusic->StopPlaying();
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SetupCourseAttacks();
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m_Player.Load( m_NoteDataEdit );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = GamePreferences::m_AutoPlay;
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if( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0 )
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
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else
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = GamePreferences::m_AutoPlay;
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if( g_bEditorShowBGChangesPlay )
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{
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@@ -1113,7 +1113,10 @@ void ScreenGameplay::LoadNextSong()
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}
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else
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{
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pi->GetPlayerState()->m_PlayerController = GamePreferences::m_AutoPlay;
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if( pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0 )
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pi->GetPlayerState()->m_PlayerController = PC_AUTOPLAY;
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else
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pi->GetPlayerState()->m_PlayerController = GamePreferences::m_AutoPlay;
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}
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}
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}
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@@ -2238,7 +2241,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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{
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AbortGiveUp( true );
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if( GamePreferences::m_AutoPlay == PC_HUMAN )
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if( GamePreferences::m_AutoPlay == PC_HUMAN && GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay == 0 )
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{
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PlayerInfo& pi = GetPlayerInfoForInput( input );
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@@ -167,7 +167,15 @@ void ScreenGameplayLesson::ChangeLessonPage( int iDir )
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// Change back to the current autoplay setting (in most cases, human controlled).
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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pi->GetPlayerState()->m_PlayerController = GamePreferences::m_AutoPlay;
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{
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/* Mike: I'm not sure if you can actually have the player options enabled in this mode,
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* but I'm putting the check here anyways to play it safe. If it's unnecessary, then it
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* should be removed. */
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if( pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fPlayerAutoPlay != 0 )
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pi->GetPlayerState()->m_PlayerController = PC_AUTOPLAY;
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else
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pi->GetPlayerState()->m_PlayerController = GamePreferences::m_AutoPlay;
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}
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}
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else
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{
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