do this in lua
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@@ -33,25 +33,6 @@ void ScreenPlayerOptions::Init()
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m_bAskOptionsMessage =
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!GAMESTATE->IsEditing() && PREFSMAN->m_ShowSongOptions == Maybe_ASK;
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/* If we're going to "press start for more options" or skipping options
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* entirely, we need a different fade out. XXX: this is a hack */
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if( PREFSMAN->m_ShowSongOptions == Maybe_NO || GAMESTATE->IsEditing() )
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{
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m_Out.Load( THEME->GetPathB("ScreenPlayerOptions","direct out") ); /* direct to stage */
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}
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else if( m_bAskOptionsMessage )
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{
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m_Out.Load( THEME->GetPathB("ScreenPlayerOptions","option out") ); /* optional song options */
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m_sprOptionsMessage.Load( THEME->GetPathG("ScreenPlayerOptions","options") );
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m_sprOptionsMessage.StopAnimating();
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m_sprOptionsMessage.SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y );
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m_sprOptionsMessage.SetZoom( 1 );
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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m_sprOptionsMessage.SetDrawOrder( DRAW_ORDER_TRANSITIONS+1 );
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this->AddChild( &m_sprOptionsMessage );
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}
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m_bAcceptedChoices = false;
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m_bGoToOptions = ( PREFSMAN->m_ShowSongOptions == Maybe_YES );
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@@ -86,7 +67,7 @@ void ScreenPlayerOptions::Input( const InputEventPlus &input )
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if( m_bAcceptedChoices && !m_bGoToOptions )
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{
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m_bGoToOptions = true;
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m_sprOptionsMessage.SetState( 1 );
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this->PlayCommand( "GoToOptions" );
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SCREENMAN->PlayStartSound();
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}
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}
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@@ -129,17 +110,8 @@ void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM )
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{
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m_bAcceptedChoices = true;
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float fShowSeconds = max( m_Out.GetLengthSeconds()-0.3f, 0 );
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// show "hold START for options"
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
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m_sprOptionsMessage.SetZoomY( 1 );
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) );
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m_sprOptionsMessage.BeginTweening( fShowSeconds ); // sleep
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m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
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m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
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m_sprOptionsMessage.SetZoomY( 0 );
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this->PlayCommand( "AskForGoToOptions" );
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}
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ScreenOptionsMaster::HandleScreenMessage( SM );
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