broadcast bPastHereWeGo
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@@ -73,6 +73,7 @@ GameState::GameState() :
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m_pCurSteps( Message_CurrentStepsP1Changed ),
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m_pCurCourse( Message_CurrentCourseChanged ),
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m_pCurTrail( Message_CurrentTrailP1Changed ),
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m_bPastHereWeGo( Message_HereWeGoChanged ),
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m_stEdit( Message_EditStepsTypeChanged ),
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m_pEditSourceSteps( Message_EditSourceStepsChanged ),
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m_stEditSource( Message_EditSourceStepsTypeChanged ),
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@@ -582,7 +583,7 @@ void GameState::ResetMusicStatistics()
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m_fSongBeat = 0;
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m_fCurBPS = 10;
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m_bFreeze = false;
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m_bPastHereWeGo = false;
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m_bPastHereWeGo.Set( false );
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Actor::SetBGMTime( 0, 0 );
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}
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@@ -160,7 +160,7 @@ public:
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float m_fLightSongBeat; // g_fLightsFalloffSeconds ahead
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bool m_bFreeze; // in the middle of a freeze
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RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
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bool m_bPastHereWeGo;
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BroadcastOnChange<bool> m_bPastHereWeGo;
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int m_BeatToNoteSkinRev; /* hack: incremented whenever m_BeatToNoteSkin changes */
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void ResetNoteSkins();
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@@ -35,6 +35,7 @@ enum Message
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Message_CurrentCourseChanged,
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Message_CurrentTrailP1Changed,
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Message_CurrentTrailP2Changed,
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Message_HereWeGoChanged,
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Message_EditStepsTypeChanged,
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Message_EditSourceStepsChanged,
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Message_EditSourceStepsTypeChanged,
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@@ -66,7 +66,7 @@ void ScreenDemonstration::Init()
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that drive "ready", "go", etc.
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_bPastHereWeGo.Set( true );
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m_DancingState = STATE_DANCING;
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this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
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@@ -602,7 +602,7 @@ void ScreenEdit::Init()
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m_fBeatToReturnTo = 0;
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GAMESTATE->m_bPastHereWeGo = false;
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GAMESTATE->m_bPastHereWeGo.Set( false );
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GAMESTATE->m_EditMode = EDIT_MODE.GetValue();
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GAMESTATE->m_fSongBeat = 0;
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m_fTrailingBeat = GAMESTATE->m_fSongBeat;
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@@ -1927,7 +1927,7 @@ void ScreenEdit::TransitionEditState( EditState em )
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SOUND->StopMusic();
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m_soundMusic.StopPlaying();
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m_soundAssistTick.StopPlaying();
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GAMESTATE->m_bPastHereWeGo = false;
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GAMESTATE->m_bPastHereWeGo.Set( false );
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switch( old )
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{
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@@ -1988,7 +1988,7 @@ void ScreenEdit::TransitionEditState( EditState em )
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float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
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GAMESTATE->UpdateSongPosition( fSeconds, m_pSong->m_Timing );
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_bPastHereWeGo.Set( true );
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/* Reset the note skin, in case preferences have changed. */
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GAMESTATE->ResetNoteSkins();
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@@ -2315,7 +2315,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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SOUND->PlayOnceFromAnnouncer( "gameplay here we go normal" );
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m_Go.StartTransitioning( SM_None );
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_bPastHereWeGo.Set( true );
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m_DancingState = STATE_DANCING; // STATE CHANGE! Now the user is allowed to press Back
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}
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else if( SM == SM_NotesEnded ) // received while STATE_DANCING
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@@ -2492,7 +2492,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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COMMAND( m_sprCourseSongNumber, "ChangeOut" );
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LoadNextSong();
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_bPastHereWeGo.Set( true );
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m_NextSong.Reset();
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m_NextSong.PlayCommand( "Finish" );
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@@ -24,7 +24,7 @@ void ScreenGameplayLesson::Init()
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_bPastHereWeGo.Set( true );
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m_DancingState = STATE_DANCING;
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@@ -149,7 +149,7 @@ void ScreenHowToPlay::Init()
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pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
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GAMESTATE->m_pCurSong.Set( &m_Song );
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_bPastHereWeGo.Set( true );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_AUTOPLAY;
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m_pPlayer = new Player;
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@@ -237,7 +237,7 @@ void ScreenJukebox::Init()
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
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GAMESTATE->m_bPastHereWeGo = true;
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GAMESTATE->m_bPastHereWeGo.Set( true );
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m_DancingState = STATE_DANCING;
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}
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@@ -154,7 +154,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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}
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GAMESTATE->m_bPastHereWeGo = true; // enable the gray arrows
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GAMESTATE->m_bPastHereWeGo.Set( true ); // enable the gray arrows
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FOREACH_PlayerNumber( p )
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{
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