transitioning m_bEditing -> m_EditMode, IsEditing()
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@@ -488,7 +488,7 @@ float ArrowEffects::GetGlow( const PlayerState* pPlayerState, int iCol, float fY
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float ArrowEffects::GetBrightness( const PlayerState* pPlayerState, float fNoteBeat )
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{
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if( GAMESTATE->m_bEditing )
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if( GAMESTATE->IsEditing() )
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return 1;
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float fSongBeat = GAMESTATE->m_fSongBeat;
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@@ -185,6 +185,7 @@ void GameState::Reset()
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m_PreferredSortOrder = GetDefaultSort();
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m_PlayMode = PLAY_MODE_INVALID;
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m_bEditing = false;
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m_EditMode = EDIT_MODE_INVALID;
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m_bDemonstrationOrJukebox = false;
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m_bJukeboxUsesModifiers = false;
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m_iCurrentStageIndex = 0;
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@@ -108,6 +108,8 @@ public:
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SortOrder m_SortOrder; // set by MusicWheel
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SortOrder m_PreferredSortOrder; // used by MusicWheel
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bool m_bEditing; // NoteField does special stuff when this is true
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EditMode m_EditMode;
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bool IsEditing() const { return m_EditMode != EDIT_MODE_INVALID; }
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bool m_bDemonstrationOrJukebox; // ScreenGameplay does special stuff when this is true
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bool m_bJukeboxUsesModifiers;
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int m_iNumStagesOfThisSong;
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@@ -479,7 +479,7 @@ void NoteField::DrawPrimitives()
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#define IS_ON_SCREEN( fBeat ) IsOnScreen( fBeat, iFirstPixelToDraw, iLastPixelToDraw )
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if( GAMESTATE->m_bEditing )
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if( GAMESTATE->IsEditing() )
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{
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ASSERT(GAMESTATE->m_pCurSong);
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@@ -289,7 +289,7 @@ public:
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defOut.m_bAllowThemeItems = false; // we theme the text ourself
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// fill in difficulty names
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if( GAMESTATE->m_bEditing )
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if( GAMESTATE->IsEditing() )
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{
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defOut.m_vsChoices.push_back( "" );
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ListEntries.push_back( GameCommand() );
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@@ -281,8 +281,8 @@ void Player::Load( const NoteData& noteData )
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break;
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}
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int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
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int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
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int iStartDrawingAtPixels = GAMESTATE->IsEditing() ? -100 : START_DRAWING_AT_PIXELS;
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int iStopDrawingAtPixels = GAMESTATE->IsEditing() ? 400 : STOP_DRAWING_AT_PIXELS;
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float fNoteFieldMiddle = (GRAY_ARROWS_Y_STANDARD+GRAY_ARROWS_Y_REVERSE)/2;
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@@ -26,11 +26,11 @@ void ScreenPlayerOptions::Init()
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ScreenOptionsMaster::Init();
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m_bAskOptionsMessage =
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!GAMESTATE->m_bEditing && PREFSMAN->m_ShowSongOptions == PrefsManager::ASK;
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!GAMESTATE->IsEditing() && PREFSMAN->m_ShowSongOptions == PrefsManager::ASK;
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/* If we're going to "press start for more options" or skipping options
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* entirely, we need a different fade out. XXX: this is a hack */
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if( PREFSMAN->m_ShowSongOptions == PrefsManager::NO || GAMESTATE->m_bEditing )
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if( PREFSMAN->m_ShowSongOptions == PrefsManager::NO || GAMESTATE->IsEditing() )
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{
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m_Out.Load( THEME->GetPathB("ScreenPlayerOptions","direct out") ); /* direct to stage */
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}
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@@ -184,7 +184,7 @@ void ScreenWithMenuElements::Update( float fDeltaTime )
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void ScreenWithMenuElements::ResetTimer()
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{
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if( TIMER_SECONDS > 0.0f && (PREFSMAN->m_bMenuTimer || FORCE_TIMER) && !GAMESTATE->m_bEditing )
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if( TIMER_SECONDS > 0.0f && (PREFSMAN->m_bMenuTimer || FORCE_TIMER) && !GAMESTATE->IsEditing() )
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{
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m_MenuTimer->SetSeconds( TIMER_SECONDS );
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m_MenuTimer->Start();
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@@ -1310,7 +1310,7 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
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case MENU_BUTTON_COIN:
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/* Handle a coin insertion. */
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if( GAMESTATE->m_bEditing ) // no coins while editing
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if( GAMESTATE->IsEditing() ) // no coins while editing
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{
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LOG->Trace( "Ignored coin insertion (editing)" );
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break;
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