move "first update" stuff into ScreenGameplay::BeginScreen
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@@ -806,10 +806,6 @@ void ScreenGameplay::Init()
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this->SortByDrawOrder();
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m_GiveUpTimer.SetZero();
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// Get the transitions rolling on the first update.
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// We can't do this in the constructor because ScreenGameplay is constructed
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// in the middle of ScreenStage.
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}
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//
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@@ -1470,19 +1466,13 @@ void ScreenGameplay::UpdateSongPosition( float fDeltaTime )
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GAMESTATE->UpdateSongPosition( fSeconds+fAdjust, GAMESTATE->m_pCurSong->m_Timing, tm+fAdjust );
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}
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void ScreenGameplay::Update( float fDeltaTime )
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void ScreenGameplay::BeginScreen()
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{
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ScreenWithMenuElements::BeginScreen();
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if( GAMESTATE->m_pCurSong == NULL )
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{
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/* ScreenDemonstration will move us to the next screen. We just need to
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* survive for one update without crashing. We need to call Screen::Update
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* to make sure we receive the next-screen message. */
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Screen::Update( fDeltaTime );
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return;
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}
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if( m_bFirstUpdate )
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{
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SOUND->PlayOnceFromAnnouncer( "gameplay intro" ); // crowd cheer
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//
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@@ -1533,6 +1523,16 @@ void ScreenGameplay::Update( float fDeltaTime )
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}
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}
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void ScreenGameplay::Update( float fDeltaTime )
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{
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if( GAMESTATE->m_pCurSong == NULL )
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{
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/* ScreenDemonstration will move us to the next screen. We just need to
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* survive for one update without crashing. We need to call Screen::Update
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* to make sure we receive the next-screen message. */
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Screen::Update( fDeltaTime );
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return;
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}
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UpdateSongPosition( fDeltaTime );
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@@ -100,6 +100,7 @@ public:
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ScreenGameplay();
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virtual void Init();
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virtual ~ScreenGameplay();
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virtual void BeginScreen();
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virtual void Update( float fDeltaTime );
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virtual void Input( const InputEventPlus &input );
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