if we aren't using the notefield, don't bother trying to load notes...
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@@ -154,41 +154,41 @@ ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName )
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default: ASSERT(0); // we should cover all gametypes....
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}
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SMLoader smfile;
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smfile.LoadFromSMFile( THEME->GetPathToO(STEPFILE), m_Song, false );
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m_Song.AddAutoGenNotes();
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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vector<Steps *> notes;
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m_Song.GetSteps( notes, pStyleDef->m_StepsType );
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ASSERT( notes.size() >= 1 );
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NoteData TempNoteData;
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notes[0]->GetNoteData( &TempNoteData );
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pStyleDef->GetTransformedNoteDataForStyle( PLAYER_1, &TempNoteData, &m_NoteData );
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GAMESTATE->m_pCurSong = &m_Song;
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_PlayerController[PLAYER_1] = PC_AUTOPLAY;
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if( USEPLAYER )
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{
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SMLoader smfile;
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smfile.LoadFromSMFile( THEME->GetPathToO(STEPFILE), m_Song, false );
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m_Song.AddAutoGenNotes();
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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vector<Steps *> notes;
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m_Song.GetSteps( notes, pStyleDef->m_StepsType );
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ASSERT( notes.size() >= 1 );
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NoteData TempNoteData;
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notes[0]->GetNoteData( &TempNoteData );
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pStyleDef->GetTransformedNoteDataForStyle( PLAYER_1, &TempNoteData, &m_NoteData );
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GAMESTATE->m_pCurSong = &m_Song;
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_PlayerController[PLAYER_1] = PC_AUTOPLAY;
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m_pPlayer = new Player;
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m_pPlayer->Load( PLAYER_1, &m_NoteData, m_pLifeMeterBar, NULL, NULL, NULL, NULL, NULL, NULL );
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m_pPlayer->SetX( PLAYERX );
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this->AddChild( m_pPlayer );
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// Don't show judgement
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_fBlind = 1;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_bDemonstrationOrJukebox = true;
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}
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// deferred until after the player, so the notes go under it
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if( m_pLifeMeterBar )
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this->AddChild( m_pLifeMeterBar );
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// Don't show judgement
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GAMESTATE->m_PlayerOptions[PLAYER_1].m_fBlind = 1;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_bDemonstrationOrJukebox = true;
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m_fFakeSecondsIntoSong = 0;
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this->ClearMessageQueue();
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this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
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@@ -270,8 +270,9 @@ void ScreenHowToPlay::Update( float fDelta )
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iLastNoteRowCounted = iCurNoteRow;
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}
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// we want misses from beat 22.8 on out, so change to a HUMAN controller.
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// since we aren't taking input from the user, the steps are always missed.
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// once we hit the number of perfects we want, we want to fail.
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// switch the controller to HUMAN. since we aren't taking input,
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// the steps will always be misses.
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if(m_iPerfects > m_iNumPerfects)
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GAMESTATE->m_PlayerController[PLAYER_1] = PC_HUMAN;
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