allow running a command before initting gameplay
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@@ -62,6 +62,7 @@
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#define SONG_POSITION_METER_WIDTH THEME->GetMetricF(m_sName,"SongPositionMeterWidth")
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#define SONG_POSITION_METER_WIDTH THEME->GetMetricF(m_sName,"SongPositionMeterWidth")
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#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
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#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
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#define STOP_COURSE_EARLY THEME->GetMetricB(m_sName,"StopCourseEarly") // evaluate this every time it's used
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#define STOP_COURSE_EARLY THEME->GetMetricB(m_sName,"StopCourseEarly") // evaluate this every time it's used
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#define PRE_INIT_COMMAND THEME->GetMetricA(m_sName,"ScreenPreInitCommand")
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static ThemeMetric<float> INITIAL_BACKGROUND_BRIGHTNESS ("ScreenGameplay","InitialBackgroundBrightness");
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static ThemeMetric<float> INITIAL_BACKGROUND_BRIGHTNESS ("ScreenGameplay","InitialBackgroundBrightness");
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static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
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static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
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@@ -103,6 +104,10 @@ ScreenGameplay::ScreenGameplay( CString sName ) : ScreenWithMenuElements(sName)
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void ScreenGameplay::Init()
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void ScreenGameplay::Init()
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{
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{
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// Experimental: run a pre-command on the screen itself, to allow setting up
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// state before initializing actors.
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this->RunCommands( PRE_INIT_COMMAND );
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ScreenWithMenuElements::Init();
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ScreenWithMenuElements::Init();
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/* Pause MEMCARDMAN. If a memory card is remove, we don't want to interrupt the
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/* Pause MEMCARDMAN. If a memory card is remove, we don't want to interrupt the
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