fix announcer playing before first note or between songs in a course
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@@ -193,7 +193,9 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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m_bChangedOffsetOrBPM = GAMESTATE->m_SongOptions.m_bAutoSync;
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m_bChangedOffsetOrBPM = GAMESTATE->m_SongOptions.m_bAutoSync;
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m_DancingState = STATE_INTRO;
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m_DancingState = STATE_INTRO;
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m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
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// Set this in LoadNextSong()
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//m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
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m_bZeroDeltaOnNextUpdate = false;
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m_bZeroDeltaOnNextUpdate = false;
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@@ -827,6 +829,10 @@ void ScreenGameplay::LoadNextSong()
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m_Background.SetDiffuse( RageColor(1,1,1,1) );
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m_Background.SetDiffuse( RageColor(1,1,1,1) );
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m_fTimeLeftBeforeDancingComment = GAMESTATE->m_pCurSong->m_fFirstBeat + SECONDS_BETWEEN_COMMENTS;
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/* m_soundMusic and m_Background take a very long time to load,
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/* m_soundMusic and m_Background take a very long time to load,
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* so cap fDelta at 0 so m_NextSongIn will show up on screen.
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* so cap fDelta at 0 so m_NextSongIn will show up on screen.
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* -Chris */
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* -Chris */
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@@ -139,8 +139,6 @@ public:
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float m_fMusicLengthSeconds;
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float m_fMusicLengthSeconds;
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float m_fFirstBeat;
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float m_fFirstBeat;
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float m_fLastBeat;
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float m_fLastBeat;
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float GetFirstBeat() const;
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float GetLastBeat() const;
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float m_fMusicSampleStartSeconds;
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float m_fMusicSampleStartSeconds;
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float m_fMusicSampleLengthSeconds;
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float m_fMusicSampleLengthSeconds;
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enum { DISPLAY_ACTUAL, DISPLAY_SPECIFIED, DISPLAY_RANDOM } m_DisplayBPMType;
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enum { DISPLAY_ACTUAL, DISPLAY_SPECIFIED, DISPLAY_RANDOM } m_DisplayBPMType;
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