more bug fixes
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@@ -710,7 +710,7 @@ bool ScreenGameplay::OneIsHot()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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if( !m_pLifeMeter[p]->IsHot() )
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if( m_pLifeMeter[p]->IsHot() )
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return true;
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return false;
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}
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@@ -778,10 +778,10 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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// Check for end of song
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//
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if( fSongBeat > GAMESTATE->m_pCurSong->m_fLastBeat+4 )
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if( fSongBeat > GAMESTATE->m_pCurSong->m_fLastBeat+4 && !m_soundMusic.IsPlaying() )
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{
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GAMESTATE->m_fSongBeat = 0;
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m_soundMusic.Pause();
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m_soundMusic.Stop();
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this->SendScreenMessage( SM_NotesEnded, 0 );
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}
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@@ -834,17 +834,16 @@ void ScreenGameplay::Update( float fDeltaTime )
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m_fTimeLeftBeforeDancingComment -= fDeltaTime;
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if( m_fTimeLeftBeforeDancingComment <= 0 )
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{
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS; // reset for the next comment
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if( OneIsHot() )
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m_announcerHot.PlayRandom();
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else if( AllAreInDanger() )
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m_announcerDanger.PlayRandom();
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else
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m_announcerGood.PlayRandom();
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS; // reset for the next comment
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}
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}
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}
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@@ -968,7 +967,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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seg.m_fBPM += fOffsetDelta;
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m_textDebug.SetText( ssprintf("Cur BPM = %f.", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
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m_textDebug.SetText( ssprintf("Cur BPM = %f.", seg.m_fBPM) );
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m_textDebug.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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m_textDebug.StopTweening();
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m_textDebug.BeginTweeningQueued( 3 ); // sleep
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