m_bGameplayLeadIn
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@@ -1061,6 +1061,8 @@ void ScreenGameplay::LoadNextSong()
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{
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{
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GAMESTATE->ResetMusicStatistics();
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GAMESTATE->ResetMusicStatistics();
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GAMESTATE->m_bGameplayLeadIn.Set( true );
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfoNotDummy( m_vPlayerInfo, pi )
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{
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{
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pi->GetPlayerStageStats()->iSongsPlayed++;
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pi->GetPlayerStageStats()->iSongsPlayed++;
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@@ -2315,7 +2317,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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SOUND->PlayOnceFromAnnouncer( "gameplay here we go normal" );
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SOUND->PlayOnceFromAnnouncer( "gameplay here we go normal" );
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m_Go.StartTransitioning( SM_None );
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m_Go.StartTransitioning( SM_None );
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GAMESTATE->m_bPastHereWeGo.Set( true );
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
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m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
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}
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}
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else if( SM == SM_NotesEnded ) // received while STATE_DANCING
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else if( SM == SM_NotesEnded ) // received while STATE_DANCING
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@@ -2492,7 +2494,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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COMMAND( m_sprCourseSongNumber, "ChangeOut" );
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COMMAND( m_sprCourseSongNumber, "ChangeOut" );
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LoadNextSong();
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LoadNextSong();
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GAMESTATE->m_bPastHereWeGo.Set( true );
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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m_NextSong.Reset();
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m_NextSong.Reset();
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m_NextSong.PlayCommand( "Finish" );
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m_NextSong.PlayCommand( "Finish" );
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