Fixed: 'Key Press Bars' displaying if player pressed a key on Demo / Jukebox Screen
Fixed: In-game Max Combo counter
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@@ -216,7 +216,7 @@ void PlayerMinus::Update( float fDeltaTime )
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const StyleInput StyleI( m_PlayerNumber, bar );
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const GameInput GameI = GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput( StyleI );
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bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( GameI );
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if(bIsHoldingButton)
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if(bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox)
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m_pNoteField->UpdateBars(bar);
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}
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@@ -423,7 +423,7 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
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m_MaxCombo.LoadFromNumbers( THEME->GetPathToN("ScreenGameplay max combo") );
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m_MaxCombo.SetName( "MaxCombo" );
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SET_XY( m_MaxCombo );
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m_MaxCombo.SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iCurCombo[GAMESTATE->m_MasterPlayerNumber]) ); // TODO: Make this work for both players
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m_MaxCombo.SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); // TODO: Make this work for both players
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this->AddChild( &m_MaxCombo );
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for( p=0; p<NUM_PLAYERS; p++ )
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@@ -1052,7 +1052,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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return;
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if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
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m_MaxCombo.SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iCurCombo[GAMESTATE->m_MasterPlayerNumber]) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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m_MaxCombo.SetText( ssprintf("%d", GAMESTATE->m_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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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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