set GAMESTATE->m_bDemonstration before SGameplay ctor
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@@ -129,13 +129,14 @@ bool SetUpSongOptions() // always return true.
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GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
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GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_bDemonstration = true;
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return true;
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return true;
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}
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}
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ScreenDemonstration::ScreenDemonstration() : ScreenGameplay(SetUpSongOptions()) // this is a hack to get some code to execute before the ScreenGameplay constructor
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ScreenDemonstration::ScreenDemonstration() : ScreenGameplay(SetUpSongOptions()) // this is a hack to get some code to execute before the ScreenGameplay constructor
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{
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{
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LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" );
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LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" );
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GAMESTATE->m_bDemonstration = true;
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if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
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if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
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{
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{
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