Modify AutoScreenMessage to keep map of all non-standard ScreenMessages.
This has a lot of advantages over the old ways. Some of the initial ones are that you can log a list of all screenmessages and their respective number and another is that it would be fairly easy to add a reverse lookup, so you could get the name of a ScreenMessage for log use by getting the ScreenMessage number.
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@@ -65,24 +65,23 @@ static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBet
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/* Global, so it's accessible from ShowSavePrompt: */
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static float g_fOldOffset; // used on offset screen to calculate difference
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const AutoScreenMessage SM_PlayReady;
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const AutoScreenMessage SM_PlayGo;
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AutoScreenMessage( SM_PlayReady )
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AutoScreenMessage( SM_PlayGo )
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// received while STATE_DANCING
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const AutoScreenMessage SM_NotesEnded;
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const AutoScreenMessage SM_LoadNextSong;
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const AutoScreenMessage SM_StartLoadingNextSong;
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AutoScreenMessage( SM_LoadNextSong )
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AutoScreenMessage( SM_StartLoadingNextSong )
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// received while STATE_OUTRO
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const AutoScreenMessage SM_SaveChangedBeforeGoingBack;
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const AutoScreenMessage SM_GoToScreenAfterBack;
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AutoScreenMessage( SM_SaveChangedBeforeGoingBack )
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AutoScreenMessage( SM_GoToScreenAfterBack )
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const AutoScreenMessage SM_BeginFailed;
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AutoScreenMessage( SM_BeginFailed )
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// received while STATE_INTRO
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const AutoScreenMessage SM_StartHereWeGo;
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const AutoScreenMessage SM_StopHereWeGo;
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AutoScreenMessage( SM_StartHereWeGo )
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AutoScreenMessage( SM_StopHereWeGo )
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static Preference<float> g_fNetStartOffset( Options, "NetworkStartOffset", -3.0 );
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