clean up INITIAL_BACKGROUND_BRIGHTNESS
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@@ -57,10 +57,8 @@
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#define EVAL_ON_FAIL THEME->GetMetricB(m_sName,"ShowEvaluationOnFail")
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#define SHOW_SCORE_IN_RAVE THEME->GetMetricB(m_sName,"ShowScoreInRave")
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#define SONG_POSITION_METER_WIDTH THEME->GetMetricF(m_sName,"SongPositionMeterWidth")
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/* XXX: This is ugly; most people don't need to override this per-mode. This will
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* go away eventually, once metrics can redirect to Lua calls. */
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#define INITIAL_BACKGROUND_BRIGHTNESS( play_mode ) THEME->GetMetricF(m_sName,"InitialBackgroundBrightness"+Capitalize(PlayModeToString(play_mode)))
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#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
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static ThemeMetric<float> INITIAL_BACKGROUND_BRIGHTNESS ("ScreenGameplay","InitialBackgroundBrightness");
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static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
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static ThemeMetric<float> TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
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@@ -1062,7 +1060,7 @@ void ScreenGameplay::LoadNextSong()
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* black), or it might be 1, if the stage screen has the song BG and we're
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* coming from it (like Pump). This used to be done in SM_PlayReady, but
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* that means it's impossible to snap to the new brightness immediately. */
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m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS(GAMESTATE->m_PlayMode) );
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m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS );
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m_Background.FadeToActualBrightness();
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}
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}
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