don't bother with hidden elements
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@@ -1289,7 +1289,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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if( SCREENMAN->GetTopScreen() != this )
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if( SCREENMAN->GetTopScreen() != this )
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return;
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return;
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if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID )
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if( GAMESTATE->m_MasterPlayerNumber != PLAYER_INVALID && !m_MaxCombo.GetHidden() )
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m_MaxCombo.SetText( ssprintf("%d", STATSMAN->m_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].iMaxCombo) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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m_MaxCombo.SetText( ssprintf("%d", STATSMAN->m_CurStageStats.m_player[GAMESTATE->m_MasterPlayerNumber].iMaxCombo) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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@@ -1521,7 +1521,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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//
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// update bpm display
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// update bpm display
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//
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//
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if ( m_fLastBPS != GAMESTATE->m_fCurBPS )
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if( m_fLastBPS != GAMESTATE->m_fCurBPS && !m_BPMDisplay.GetHidden() )
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{
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{
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m_fLastBPS = GAMESTATE->m_fCurBPS;
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m_fLastBPS = GAMESTATE->m_fCurBPS;
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m_BPMDisplay.SetBPM( GAMESTATE->m_fCurBPS * 60.0f );
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m_BPMDisplay.SetBPM( GAMESTATE->m_fCurBPS * 60.0f );
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