remove unused MaxCombo. Do this in Lua if wanted.
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@@ -584,13 +584,6 @@ void ScreenGameplay::Init()
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}
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}
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#endif
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#endif
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m_MaxCombo.LoadFromFont( THEME->GetPathF(m_sName,"max combo") );
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m_MaxCombo.SetName( "MaxCombo" );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_MaxCombo );
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m_MaxCombo.SetText( ssprintf("%d", m_vPlayerInfo[0].GetPlayerStageStats()->m_iMaxCombo) ); // TODO: Make this work for both players
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this->AddChild( &m_MaxCombo );
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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{
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// primary score display
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// primary score display
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@@ -1518,9 +1511,6 @@ void ScreenGameplay::Update( float fDeltaTime )
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if( m_bPaused )
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if( m_bPaused )
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return;
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return;
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if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID && m_MaxCombo.GetVisible() )
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m_MaxCombo.SetText( ssprintf("%d", STATSMAN->m_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].m_iMaxCombo) ); /* 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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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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m_AutoKeysounds.Update(fDeltaTime);
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m_AutoKeysounds.Update(fDeltaTime);
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@@ -206,8 +206,6 @@ protected:
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RageTimer m_GiveUpTimer;
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RageTimer m_GiveUpTimer;
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void AbortGiveUp( bool bShowText );
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void AbortGiveUp( bool bShowText );
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BitmapText m_MaxCombo; // TODO: move this into an overlay
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Transition m_Ready;
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Transition m_Ready;
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Transition m_Go;
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Transition m_Go;
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Transition m_Failed;
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Transition m_Failed;
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