An attempt to make the arrows flash with the steps' timing. If it works then we can expand it to..... I don't know, lifebars?
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+8
-1
@@ -18,6 +18,8 @@
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static Preference<bool> g_bShowMasks("ShowMasks", false);
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PlayerNumber Actor::m_ActivePlayerNumber = PLAYER_1;
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/**
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* @brief Set up a hidden Actor that won't be drawn.
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*
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@@ -683,6 +685,11 @@ void Actor::UpdateInternal( float fDeltaTime )
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m_fSecsIntoEffect = g_fCurrentBGMBeat;
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break;
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case CLOCK_BGM_BEAT_PLAYER_ACTIVE:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[m_ActivePlayerNumber] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[m_ActivePlayerNumber];
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break;
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case CLOCK_BGM_BEAT_PLAYER1:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_1] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[PLAYER_1];
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@@ -847,7 +854,7 @@ void Actor::SetEffectClockString( const RString &s )
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{
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if (s.EqualsNoCase("timer")) this->SetEffectClock( CLOCK_TIMER );
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if (s.EqualsNoCase("timerglobal")) this->SetEffectClock( CLOCK_TIMER_GLOBAL );
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else if(s.EqualsNoCase("beat")) this->SetEffectClock( CLOCK_BGM_BEAT );
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else if(s.EqualsNoCase("beat")) this->SetEffectClock( CLOCK_BGM_BEAT_ACTIVE );
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else if(s.EqualsNoCase("music")) this->SetEffectClock( CLOCK_BGM_TIME );
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else if(s.EqualsNoCase("bgm")) this->SetEffectClock( CLOCK_BGM_BEAT ); // compat, deprecated
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else if(s.EqualsNoCase("musicnooffset"))this->SetEffectClock( CLOCK_BGM_TIME_NO_OFFSET );
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