Player-side Autoplay modifier (allows one player to play normally, while the other is in autoplay mode)
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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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