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+5
-5
@@ -25,7 +25,7 @@ void Foreground::Unload()
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void Foreground::LoadFromSong( const Song *pSong )
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{
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/* Song graphics can get very big; never keep them in memory. */
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// Song graphics can get very big; never keep them in memory.
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RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy();
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TEXTUREMAN->SetDefaultTexturePolicy( RageTextureID::TEX_VOLATILE );
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@@ -58,7 +58,7 @@ void Foreground::LoadFromSong( const Song *pSong )
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void Foreground::Update( float fDeltaTime )
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{
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/* Calls to Update() should *not* be scaled by music rate. Undo it. */
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// Calls to Update() should *not* be scaled by music rate. Undo it.
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const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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for( unsigned i=0; i < m_BGAnimations.size(); ++i )
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@@ -67,7 +67,7 @@ void Foreground::Update( float fDeltaTime )
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if( GAMESTATE->m_fSongBeat < bga.m_fStartBeat )
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{
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/* The animation hasn't started yet. */
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// The animation hasn't started yet.
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continue;
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}
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@@ -89,14 +89,14 @@ void Foreground::Update( float fDeltaTime )
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fDeltaTime = GAMESTATE->m_fMusicSeconds - m_fLastMusicSeconds;
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}
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/* This shouldn't go down, but be safe: */
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// This shouldn't go down, but be safe:
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fDeltaTime = max( fDeltaTime, 0 );
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bga.m_bga->Update( fDeltaTime / fRate );
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if( GAMESTATE->m_fSongBeat > bga.m_fStopBeat )
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{
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/* Finished. */
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// Finished.
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bga.m_bga->SetVisible( false );
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bga.m_bFinished = true;
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continue;
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