fix reloading commands; don't rename and reload actors mid-screen
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@@ -919,14 +919,12 @@ DifficultyP2OffCommand=linear,0.5;addx,200
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DifficultyP2SetReverseCommand=x,SCREEN_CENTER_X+254;y,SCREEN_CENTER_Y-196;addx,-200;linear,0.5;addx,200;cropbottom,0;croptop,0.5
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DifficultyP2SetNoReverseCommand=x,SCREEN_CENTER_X+230;y,SCREEN_CENTER_Y+183;addx,-200;linear,0.5;addx,200;cropbottom,0.5;croptop,0
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LyricsX=SCREEN_CENTER_X+0
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LyricsY=SCREEN_CENTER_Y+160
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LyricsReverseX=SCREEN_CENTER_X+0
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LyricsReverseY=SCREEN_CENTER_Y-140
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LyricsSetNoReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y+160
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LyricsSetReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y-140
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# This is used if one player is in reverse and the other isn't.
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LyricsOneReverseX=SCREEN_CENTER_X+0
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LyricsOneReverseY=SCREEN_CENTER_Y-205
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LyricsSetOneReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y-205
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LyricsDefaultColor=color("0,1,0,1")
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ActiveAttackListP1X=
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ActiveAttackListP1Y=
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ActiveAttackListP1OnCommand=hidden,1
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@@ -678,11 +678,12 @@ void ScreenGameplay::Init()
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this->AddChild( pi->m_pActiveAttackList );
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}
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if( g_bShowLyrics )
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{
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m_LyricDisplay.SetName( "Lyrics" );
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LOAD_ALL_COMMANDS( m_LyricDisplay );
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this->AddChild( &m_LyricDisplay );
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}
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if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
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{
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@@ -1116,11 +1117,7 @@ void ScreenGameplay::LoadNextSong()
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pi->m_pDifficultyIcon->PlayCommand( bReverse? "SetReverse":"SetNoReverse" );
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}
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/* XXX: We want to put the lyrics out of the way, but it's likely that one
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* player is in reverse and the other isn't. What to do? */
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m_LyricDisplay.SetName( ssprintf( "Lyrics%s", bAllReverse? "Reverse": (bAtLeastOneReverse? "OneReverse": "")) );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_LyricDisplay );
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m_LyricDisplay.PlayCommand( bAllReverse? "SetReverse": bAtLeastOneReverse? "SetOneReverse": "SetNoReverse" );
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m_SongFinished.Reset();
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