don't blink menu lights
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@@ -1556,12 +1556,27 @@ void ScreenGameplay::Update( float fDeltaTime )
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}
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}
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// send blink data
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// Before the first beat of the song, blink all cabinet lights (except for
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// menu buttons) on the beat.
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bool bOverrideCabinetBlink = (GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat) && bCrossedABeat;
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bool bOverrideCabinetBlink = (GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fFirstBeat) && bCrossedABeat;
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FOREACH_CabinetLight( cl )
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FOREACH_CabinetLight( cl )
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{
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{
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if( bOverrideCabinetBlink || bBlinkCabinetLight[cl] )
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switch( cl )
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{
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case LIGHT_BUTTONS_LEFT:
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case LIGHT_BUTTONS_RIGHT:
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// don't blink
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break;
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default:
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bBlinkCabinetLight[cl] |= bOverrideCabinetBlink;
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break;
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}
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}
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// Send blink data.
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FOREACH_CabinetLight( cl )
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{
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if( bBlinkCabinetLight[cl] )
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LIGHTSMAN->BlinkCabinetLight( cl );
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LIGHTSMAN->BlinkCabinetLight( cl );
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}
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}
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