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+11
-17
@@ -204,7 +204,7 @@ void BackgroundImpl::Init()
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FOREACH_HumanPlayer( p )
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FOREACH_HumanPlayer( p )
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{
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{
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bOneOrMoreChars = true;
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bOneOrMoreChars = true;
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// Disable dancing characters if BH will be showing.
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// Disable dancing characters if Beginner Helper will be showing.
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if( PREFSMAN->m_bShowBeginnerHelper && BeginnerHelper::CanUse() &&
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if( PREFSMAN->m_bShowBeginnerHelper && BeginnerHelper::CanUse() &&
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GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetDifficulty() == Difficulty_Beginner )
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GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetDifficulty() == Difficulty_Beginner )
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bShowingBeginnerHelper = true;
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bShowingBeginnerHelper = true;
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@@ -285,10 +285,11 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
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continue;
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continue;
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}
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}
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// Look for vsFileToResolve[i] in:
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/* Look for vsFileToResolve[i] in:
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// - song's dir
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* song's dir
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// - RandomMovies dir
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* RandomMovies dir
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// - BGAnimations dir.
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* BGAnimations dir.
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*/
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vector<RString> vsPaths, vsThrowAway;
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vector<RString> vsPaths, vsThrowAway;
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// Look for BGAnims in the song dir
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// Look for BGAnims in the song dir
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@@ -594,12 +595,10 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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BackgroundUtil::SortBackgroundChangesArray( layer.m_aBGChanges );
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BackgroundUtil::SortBackgroundChangesArray( layer.m_aBGChanges );
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}
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}
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Layer &mainlayer = m_Layer[0];
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Layer &mainlayer = m_Layer[0];
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/* If the first BGAnimation isn't negative, add a lead-in image showing
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/* If the first BGAnimation isn't negative, add a lead-in image showing the song
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* the song background. */
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* background. */
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if( mainlayer.m_aBGChanges.empty() || mainlayer.m_aBGChanges.front().m_fStartBeat >= 0 )
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if( mainlayer.m_aBGChanges.empty() || mainlayer.m_aBGChanges.front().m_fStartBeat >= 0 )
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{
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{
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BackgroundChange change;
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BackgroundChange change;
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@@ -636,7 +635,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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}
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}
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}
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}
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// Look for the random file marker, and replace the segment with LoadFromRandom.
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// Look for the random file marker, and replace the segment with LoadFromRandom.
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for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
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for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
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{
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{
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@@ -659,7 +657,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
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for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
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for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
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ASSERT( !mainlayer.m_aBGChanges[i].m_def.m_sFile1.empty() );
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ASSERT( !mainlayer.m_aBGChanges[i].m_def.m_sFile1.empty() );
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// Re-sort.
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// Re-sort.
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BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
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BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
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@@ -702,7 +699,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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int iThrowAway;
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int iThrowAway;
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pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze, iThrowAway, fThrowAway );
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pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze, iThrowAway, fThrowAway );
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/* Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. */
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// Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it.
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const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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// Find the BGSegment we're in
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// Find the BGSegment we're in
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@@ -890,8 +887,8 @@ BrightnessOverlay::BrightnessOverlay()
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void BrightnessOverlay::Update( float fDeltaTime )
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void BrightnessOverlay::Update( float fDeltaTime )
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{
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{
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ActorFrame::Update( fDeltaTime );
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ActorFrame::Update( fDeltaTime );
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/* If we're actually playing, then we're past fades, etc; update the background
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/* If we're actually playing, then we're past fades, etc; update the
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* brightness to follow Cover. */
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* background brightness to follow Cover. */
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if( !GAMESTATE->m_bGameplayLeadIn )
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if( !GAMESTATE->m_bGameplayLeadIn )
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SetActualBrightness();
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SetActualBrightness();
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}
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}
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@@ -939,8 +936,6 @@ void BrightnessOverlay::FadeToActualBrightness()
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SetActualBrightness();
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SetActualBrightness();
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}
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}
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Background::Background() { m_pImpl = new BackgroundImpl; this->AddChild(m_pImpl); }
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Background::Background() { m_pImpl = new BackgroundImpl; this->AddChild(m_pImpl); }
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Background::~Background() { SAFE_DELETE( m_pImpl ); }
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Background::~Background() { SAFE_DELETE( m_pImpl ); }
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void Background::Init() { m_pImpl->Init(); }
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void Background::Init() { m_pImpl->Init(); }
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@@ -951,7 +946,6 @@ void Background::SetBrightness( float fBrightness ) { m_pImpl->SetBrightness(fBr
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DancingCharacters* Background::GetDancingCharacters() { return m_pImpl->GetDancingCharacters(); }
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DancingCharacters* Background::GetDancingCharacters() { return m_pImpl->GetDancingCharacters(); }
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void Background::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] ) { m_pImpl->GetLoadedBackgroundChanges(pBackgroundChangesOut); }
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void Background::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] ) { m_pImpl->GetLoadedBackgroundChanges(pBackgroundChangesOut); }
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/*
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/*
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* (c) 2001-2004 Chris Danford, Ben Nordstrom
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* (c) 2001-2004 Chris Danford, Ben Nordstrom
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* All rights reserved.
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* All rights reserved.
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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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void Foreground::LoadFromSong( const Song *pSong )
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{
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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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RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy();
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TEXTUREMAN->SetDefaultTexturePolicy( RageTextureID::TEX_VOLATILE );
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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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void Foreground::Update( float fDeltaTime )
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{
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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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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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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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if( GAMESTATE->m_fSongBeat < bga.m_fStartBeat )
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{
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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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continue;
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}
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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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fDeltaTime = GAMESTATE->m_fMusicSeconds - m_fLastMusicSeconds;
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}
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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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fDeltaTime = max( fDeltaTime, 0 );
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bga.m_bga->Update( fDeltaTime / fRate );
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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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if( GAMESTATE->m_fSongBeat > bga.m_fStopBeat )
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{
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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_bga->SetVisible( false );
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bga.m_bFinished = true;
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bga.m_bFinished = true;
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continue;
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continue;
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@@ -1210,13 +1210,11 @@ void ScreenGameplay::LoadNextSong()
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if( m_pCombinedLifeMeter )
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if( m_pCombinedLifeMeter )
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m_pCombinedLifeMeter->OnLoadSong();
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m_pCombinedLifeMeter->OnLoadSong();
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if( m_pSongForeground )
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if( m_pSongForeground )
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m_pSongForeground->LoadFromSong( GAMESTATE->m_pCurSong );
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m_pSongForeground->LoadFromSong( GAMESTATE->m_pCurSong );
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m_fTimeSinceLastDancingComment = 0;
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m_fTimeSinceLastDancingComment = 0;
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/* m_soundMusic and m_pSongBackground take a very long time to load,
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/* m_soundMusic and m_pSongBackground take a very long time to load,
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* so cap fDelta at 0 so m_NextSong will show up on screen.
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* so cap fDelta at 0 so m_NextSong will show up on screen.
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* -Chris */
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* -Chris */
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