Fix: Make BPM Display work.
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@@ -640,6 +640,7 @@ void ScreenGameplay::Init()
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m_BPMDisplay.Load();
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SET_XY( m_BPMDisplay );
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this->AddChild( &m_BPMDisplay );
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m_fLastBPS = 0;
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ZERO( m_pInventory );
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FOREACH_PlayerNumber(p)
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@@ -983,18 +984,6 @@ void ScreenGameplay::LoadNextSong()
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m_textSongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
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/* XXX: set it to the current BPM, not the range */
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/* What does this comment mean? -Chris
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*
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* We're in gameplay. A BPM display should display the current BPM, updating
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* it as it changes, instead of the "BPM preview" of ScreenSelectMusic. That'd
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* be used in IIDX, anyway. (Havn't done this since I don't know what this is
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* currently actually used for and don't feel like investigating it until it's
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* needed.)
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* -glenn
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*/
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m_BPMDisplay.SetBPM( GAMESTATE->m_pCurSong );
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const bool bReverse[NUM_PLAYERS] = {
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GAMESTATE->m_PlayerOptions[0].m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1,
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GAMESTATE->m_PlayerOptions[1].m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1
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@@ -1502,6 +1491,15 @@ void ScreenGameplay::Update( float fDeltaTime )
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this->PostScreenMessage( SM_NotesEnded, 0 );
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}
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//
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// update bpm display
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//
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if ( m_fLastBPS != GAMESTATE->m_fCurBPS )
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{
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m_fLastBPS = GAMESTATE->m_fCurBPS;
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m_BPMDisplay.SetBPM( GAMESTATE->m_fCurBPS * 60.0 );
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}
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//
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// play assist ticks
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//
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