Fix ScreenHowToPlay:: Now displays until all the hard-coded steps are gone (SecondsToShow metric), and added into Player.cpp a value to show/hide judgment messages (miss/perfect etc*). This is turned OFF by default so everything still shows the judgment, except for ScreenHowToPlay
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@@ -19,6 +19,7 @@
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#include "NoteFieldPositioning.h"
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#define BPMSPEED THEME->GetMetricF("ScreenHowToPlay","ScrollBPM")
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#define SECONDS_TO_SHOW THEME->GetMetricF("ScreenHowToPlay","SecondsToShow")
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ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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{
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@@ -64,22 +65,26 @@ ScreenHowToPlay::ScreenHowToPlay() : ScreenAttract("ScreenHowToPlay")
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m_pSong = new Song;
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m_pSong->AddBPMSegment( BPMSegment(0.0,BPMSPEED) );
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m_pSong->AddStopSegment( StopSegment(12,2) );
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m_pSong->AddStopSegment( StopSegment(15,2) );
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m_pSong->AddStopSegment( StopSegment(16,2) );
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m_pSong->AddStopSegment( StopSegment(20,2) );
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m_pSong->AddStopSegment( StopSegment(24,2) );
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m_pSong->AddStopSegment( StopSegment(28,2) );
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GAMESTATE->m_pCurSong = m_pSong;
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GAMESTATE->m_bPastHereWeGo = true;
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m_Player.Load( PLAYER_1, pND, NULL, NULL, NULL, NULL );
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GAMESTATE->m_PlayerController[PLAYER_1] = PC_AUTOPLAY;
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m_Player.Load( PLAYER_1, pND, &m_LifeMeter, NULL, NULL, NULL );
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m_Player.SetX( 480 );
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m_Player.m_bShowJudgment = false;
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this->AddChild( &m_Player );
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delete pND;
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m_fFakeSecondsIntoSong = 0;
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this->ClearMessageQueue();
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this->PostScreenMessage( SM_BeginFadingOut, SECONDS_TO_SHOW );
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}
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ScreenHowToPlay::~ScreenHowToPlay()
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@@ -91,6 +96,6 @@ void ScreenHowToPlay::Update( float fDelta )
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{
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m_fFakeSecondsIntoSong += fDelta;
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GAMESTATE->UpdateSongPosition( m_fFakeSecondsIntoSong );
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ScreenAttract::Update( fDelta );
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}
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}
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