Move the BeginnerHelper code from ScreenGameplay::Update() into BeginnerHelper::Update()
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@@ -777,19 +777,19 @@ void ScreenGameplay::LoadNextSong()
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// Beginner steps are always the same on both players.. Just get the # of 1 player that's using the Beginner steps, and go on.
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m_iPOB = -1;
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int pn = -1;
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for( int pb=0; pb<NUM_PLAYERS; pb++ )
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if( GAMESTATE->IsPlayerEnabled(pb) && GAMESTATE->m_PreferredDifficulty[pb] == DIFFICULTY_BEGINNER )
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m_iPOB = pb;
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pn = pb;
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/* TODO: fall back on m_Background if nobody is on beginner. */
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if( PREFSMAN->m_bShowBeginnerHelper && m_iPOB != -1)
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if( PREFSMAN->m_bShowBeginnerHelper && pn != -1)
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{
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m_Background.Unload(); // BeginnerHelper has it's own BG control.
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m_Background.StopAnimating();
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//m_BeginnerHelper.m_bEnabled = true; // Not yet implemented
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m_BeginnerHelper.Initialize( 2 ); // Init for doubles
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m_BeginnerHelper.Initialize( 2, &m_Player[pn] ); // Init for doubles
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m_BeginnerHelper.SetX( CENTER_X );
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m_BeginnerHelper.SetY( CENTER_Y );
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}
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@@ -983,37 +983,12 @@ void ScreenGameplay::Update( float fDeltaTime )
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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int pn;
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/* Why *GAMESTATE->m_fCurBPS? Update() functions are usually seconds; this will
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* make time units within BeginnerHelper actors odd. */
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m_BeginnerHelper.Update(fDeltaTime*GAMESTATE->m_fCurBPS);
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m_BeginnerHelper.Update(fDeltaTime);
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switch( m_DancingState )
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{
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case STATE_DANCING:
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// Check to see what we animate on this one
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/* tip: Store a NoteData inside BeginnerHelper, Load it above and handle all of this
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* within BeginnerHelper::Update. */
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if( PREFSMAN->m_bShowBeginnerHelper && m_iPOB != -1)
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{
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int iStep = 0;
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if( (m_Player[m_iPOB].IsThereATapAtRow( BeatToNoteRowNotRounded((GAMESTATE->m_fSongBeat+0.1f)) ) ) )
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m_BeginnerHelper.FlashOnce();
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if((m_Player[m_iPOB].IsThereATapAtRow( BeatToNoteRowNotRounded((GAMESTATE->m_fSongBeat+0.45f)))))
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{
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for( int k=0; k<m_Player[m_iPOB].GetNumTracks(); k++ )
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if( m_Player[m_iPOB].GetTapNote(k, BeatToNoteRowNotRounded((GAMESTATE->m_fSongBeat+0.45f)) ) == TAP_TAP )
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{
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switch(k)
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{
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case 0: iStep += 6; break;
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case 1: iStep += 3; break;
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case 2: iStep += 8; break;
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case 3: iStep += 4; break;
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};
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}
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m_BeginnerHelper.Step( iStep );
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}
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}
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// Check to see what we animate on this one
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// -------------------------------------------
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