forcing me to commit this untested code
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@@ -1,8 +1,62 @@
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return Def.SongBPMDisplay {
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-- check if players are playing steps with different timingdata.
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local numPlayers = GAMESTATE:GetNumPlayersEnabled()
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local displaySingle = Def.SongBPMDisplay {
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File=THEME:GetPathF("BPMDisplay", "bpm");
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Name="BPMDisplay";
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InitCommand=cmd(zoom,0.675;shadowlength,1);
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SetCommand=function(self) self:SetFromGameState() end;
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CurrentSongChangedMessageCommand=cmd(playcommand,"Set");
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CurrentCourseChangedMessageCommand=cmd(playcommand,"Set");
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};
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};
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if numPlayers == 1 then
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return displaySingle
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else
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-- check if both players are playing the same steps
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local stepsP1 = GAMESTATE:GetCurrentSteps(PLAYER_1)
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local stepsP2 = GAMESTATE:GetCurrentSteps(PLAYER_2)
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local stP1 = stepsP1:GetStepsType()
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local stP2 = stepsP2:GetStepsType()
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local diffP1 = stepsP1:GetDifficulty()
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local diffP2 = stepsP2:GetDifficulty()
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if stP1 == stP2 and diffP1 == diffP2 then
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-- both players are using the same steps; only need one.
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return displaySingle
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end
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-- otherwise, we have some more work to do.
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local timingP1 = stepsP1:GetTimingData()
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local timingP2 = stepsP2:GetTimingData()
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local function UpdateBPM(self)
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local dispP1 = self:GetChild("DisplayP1")
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local dispP2 = self:GetChild("DisplayP2")
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-- needs current bpm for p1 and p2
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for pn in ivalues(PlayerNumber) do
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local bpmDisplay = (pn == PLAYER_1) and dispP1 or dispP2
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local pState = GAMESTATE:GetPlayerState(pn);
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local songPosition = pState:GetSongPosition()
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local bpm = songPosition:GetCurBPS() * 60
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bpmDisplay:SetText( string.format(%.2f,bpm) )
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end
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end
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local displayTwoPlayers = Def.ActorFrame{
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-- manual bpm displays
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LoadFont("BPMDisplay", "bpm")..{
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Name="DisplayP1";
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InitCommand=cmd(zoom,0.675;shadowlength,1);
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};
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LoadFont("BPMDisplay", "bpm")..{
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Name="DisplayP2";
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InitCommand=cmd(zoom,0.675;shadowlength,1);
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};
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};
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displayTwoPlayers.InitCommand=cmd(SetUpdateFunction,UpdateBPM);
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end
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