go back to using FocusingSprites
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@@ -1162,17 +1162,15 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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case SM_User+1:
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break;
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case SM_User+2:
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m_sprReady.BeginTweening(0.25f);
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m_sprReady.SetTweenDiffuse( RageColor(1,1,1,1) );
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m_sprReady.StartFocusing();
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m_announcerReady.PlayRandom();
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break;
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case SM_User+3:
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break;
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case SM_User+4:
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m_sprReady.StartBlurring();
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break;
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case SM_User+5:
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m_sprReady.SetDiffuse( RageColor(1,1,1,0) );
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m_announcerHereWeGo.PlayRandom();
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m_Background.FadeIn();
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GAMESTATE->m_bPastHereWeGo = true;
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break;
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@@ -1187,17 +1185,17 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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case SM_StartHereWeGo:
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/* We have 2.5 seconds until the notes start. */
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m_sprHereWeGo.SetDiffuse( RageColor(1,1,1,1) );
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m_sprHereWeGo.StartFocusing();
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m_announcerHereWeGo.PlayRandom();
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/* This gives the HWG about a second of screen time. */
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this->SendScreenMessage( SM_StopHereWeGo, 1.5f );
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break;
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case SM_StopHereWeGo:
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/* We have one second until the notes start. */
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m_sprHereWeGo.SetTweenDiffuse( RageColor(1,1,1,0) );
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m_sprHereWeGo.StartBlurring();
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m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
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break;
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