hidden -> visible, remove unused Radar function, add stoptweening to attempt to stop any infinite recursion errors.
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@@ -18,31 +18,6 @@ local function DifficultyDisplay(pn)
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return t;
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return t;
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end
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end
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local function Radar()
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local function set(self,player)
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local Selection = GAMESTATE:GetCurrentSteps(player) or GAMESTATE:GetCurrentTrail(player)
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if not Selection then
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self:SetEmpty( player );
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return
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end
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self:SetFromRadarValues( player, Selection:GetRadarValues(player) );
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end
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local t = Def.GrooveRadar {
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OnCommand=cmd(tweenonscreen);
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OffCommand=cmd(tweenoffscreen);
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CurrentStepsP1ChangedMessageCommand=function(self) set(self, PLAYER_1); end;
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CurrentStepsP2ChangedMessageCommand=function(self) set(self, PLAYER_2); end;
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CurrentTrailP1ChangedMessageCommand=function(self) set(self, PLAYER_1); end;
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CurrentTrailP2ChangedMessageCommand=function(self) set(self, PLAYER_2); end;
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};
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return t;
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end
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local t = LoadFallbackB();
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local t = LoadFallbackB();
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t[#t+1] = Def.ActorFrame {
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t[#t+1] = Def.ActorFrame {
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@@ -351,8 +326,8 @@ end
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t[#t+1] = Def.ActorFrame{
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t[#t+1] = Def.ActorFrame{
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InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-32);
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InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-32);
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ShowCommand=cmd(linear,0.2;diffusealpha,1);
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ShowCommand=cmd(stoptweening;linear,0.2;diffusealpha,1);
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HideCommand=cmd(linear,0.2;diffusealpha,0);
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HideCommand=cmd(stoptweening;linear,0.2;diffusealpha,0);
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LoadActor("long balloon");
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LoadActor("long balloon");
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LoadFont("_terminator two 30px")..{
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LoadFont("_terminator two 30px")..{
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@@ -401,11 +376,11 @@ t[#t+1] = LoadFont("common normal") .. {
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SetCommand=function(self)
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SetCommand=function(self)
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local Course = GAMESTATE:GetCurrentCourse()
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local Course = GAMESTATE:GetCurrentCourse()
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if not Course then
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if not Course then
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self:hidden(1)
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self:visible(false)
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return
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return
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end
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end
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self:hidden(0)
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self:visible(true)
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self:settext( Course:GetEstimatedNumStages() );
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self:settext( Course:GetEstimatedNumStages() );
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end;
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end;
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