Set Here We Go timing back to MAX/EX type (should we metric this?)
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@@ -1147,17 +1147,23 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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{
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{
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m_StarWipe.OpenWipingRight(SM_None);
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m_StarWipe.OpenWipingRight(SM_None);
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/* It may just be me, but having Here We Go start so late into the song
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* ruins the rhythm of the announcer. MAX/EX starts Here We Go
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* a fixed amount of time after Are You Ready. However, 1-5th
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* start HWG a certain amount of time before the notes.
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* We may want to metric this, but for now, leave it like MAX/EX. -Chris */
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/*
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/*
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* Start the music going now, but don't actually make any noise for
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* Start the music going now, but don't actually make any noise for
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* at least 2.5 seconds. (This is so we scroll on screen smoothly.)
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* at least 2.5 seconds. (This is so we scroll on screen smoothly.)
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*
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*
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* Further, don't actually reach any notes for at least 5 seconds,
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* Further, don't actually reach any notes for at least 5 seconds,
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* so we have time for the "Ready, Here We Go" sequence. */
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* so we have time for the "Ready, Here We Go" sequence. */
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float delay = StartPlayingSong( 5.0f, 2.5f );
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float delay = StartPlayingSong( 3.0f, 1.5f );
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/* Start the Here We Go sequence 2.5 seconds before notes, so we
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/* Start the Here We Go sequence 2.5 seconds before notes, so we
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* have time to fade in and fade out. */
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* have time to fade in and fade out. */
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this->SendScreenMessage( SM_StartHereWeGo, delay - 2.5f );
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this->SendScreenMessage( SM_StartHereWeGo, 3.0f );
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}
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}
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break;
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break;
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case SM_User+1:
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case SM_User+1:
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@@ -433,8 +433,6 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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if( type == IET_RELEASE ) return; // don't care
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if( type == IET_RELEASE ) return; // don't care
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if( m_Menu.IsClosing() ) return; // ignore
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if( !GameI.IsValid() ) return; // don't care
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if( !GameI.IsValid() ) return; // don't care
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if( m_bMadeChoice && !m_bGoToOptions && MenuI.IsValid() && MenuI.button == MENU_BUTTON_START && !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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if( m_bMadeChoice && !m_bGoToOptions && MenuI.IsValid() && MenuI.button == MENU_BUTTON_START && !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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@@ -445,6 +443,8 @@ void ScreenSelectMusic::Input( const DeviceInput& DeviceI, InputEventType type,
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return;
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return;
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}
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}
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if( m_Menu.IsClosing() ) return; // ignore
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if( m_bMadeChoice )
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if( m_bMadeChoice )
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return;
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return;
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