Gameplay fade out now happend on notes end, not music end
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@@ -639,10 +639,10 @@ 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+1 && !m_soundMusic.IsPlaying() )
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float fSecondsToStop = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( GAMESTATE->m_pCurSong->m_fLastBeat ) + 1;
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if( GAMESTATE->m_fMusicSeconds > fSecondsToStop && !m_OniFade.IsClosing() )
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{
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GAMESTATE->m_fSongBeat = 0;
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m_soundMusic.Stop();
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this->SendScreenMessage( SM_NotesEnded, 0 );
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}
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@@ -63,28 +63,28 @@ void TransitionOniFade::DrawPrimitives()
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void TransitionOniFade::OpenWipingRight( ScreenMessage send_when_done )
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{
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SetTransitionTime( 4 );
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SetTransitionTime( 2.5f );
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Transition::OpenWipingRight( send_when_done );
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UpdateSongText();
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}
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void TransitionOniFade::OpenWipingLeft( ScreenMessage send_when_done )
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{
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SetTransitionTime( 4 );
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SetTransitionTime( 2.5f );
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Transition::OpenWipingLeft( send_when_done );
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UpdateSongText();
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}
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void TransitionOniFade::CloseWipingRight(ScreenMessage send_when_done )
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{
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SetTransitionTime( 2 );
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SetTransitionTime( 1 );
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Transition::CloseWipingRight( send_when_done );
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UpdateSongText();
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}
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void TransitionOniFade::CloseWipingLeft( ScreenMessage send_when_done )
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{
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SetTransitionTime( 2 );
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SetTransitionTime( 1 );
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Transition::CloseWipingLeft( send_when_done );
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UpdateSongText();
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}
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