Remove hidden autoplay
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@@ -630,12 +630,6 @@ class DebugLineAutoplay : public IDebugLine
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FOREACH_MultiPlayer(p)
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GAMESTATE->m_pMultiPlayerState[p]->m_PlayerController = GamePreferences::m_AutoPlay;
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// Hide Autoplay if Alt is held down
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bool bHoldingAlt =
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LALT) ) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT) );
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ScreenSyncOverlay::SetShowAutoplay( !bHoldingAlt );
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IDebugLine::DoAndLog( sMessageOut );
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}
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};
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@@ -42,12 +42,6 @@ void ScreenSyncOverlay::Update( float fDeltaTime )
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UpdateText();
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}
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bool g_bShowAutoplay = true;
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void ScreenSyncOverlay::SetShowAutoplay( bool b )
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{
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g_bShowAutoplay = b;
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}
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static LocalizedString AUTO_PLAY ( "ScreenSyncOverlay", "AutoPlay" );
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static LocalizedString AUTO_PLAY_CPU ( "ScreenSyncOverlay", "AutoPlayCPU" );
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static LocalizedString AUTO_SYNC_SONG ( "ScreenSyncOverlay", "AutoSync Song" );
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@@ -62,17 +56,14 @@ void ScreenSyncOverlay::UpdateText()
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// Update Status
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vector<RString> vs;
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if( g_bShowAutoplay )
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PlayerController pc = GamePreferences::m_AutoPlay.Get();
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switch( pc )
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{
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PlayerController pc = GamePreferences::m_AutoPlay.Get();
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switch( pc )
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{
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case PC_HUMAN: break;
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case PC_AUTOPLAY: vs.push_back(AUTO_PLAY); break;
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case PC_CPU: vs.push_back(AUTO_PLAY_CPU); break;
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default:
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FAIL_M(ssprintf("Invalid PlayerController: %i", pc));
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}
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}
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AutosyncType type = GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType;
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@@ -10,10 +10,8 @@ public:
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virtual void Init();
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bool Input( const InputEventPlus &input );
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void Update( float fDeltaTime );
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static void SetShowAutoplay( bool b );
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private:
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void UpdateText();
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void ShowHelp();
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