fix courses stopping after one song
let the screen fade back in before starting the new song
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@@ -504,7 +504,14 @@ bool ScreenGameplay::IsLastSong()
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CStringArray asModifiers;
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CStringArray asModifiers;
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pCourse->GetSongAndNotesForCurrentStyle( apSongs, apNotes, asModifiers, true );
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pCourse->GetSongAndNotesForCurrentStyle( apSongs, apNotes, asModifiers, true );
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return unsigned(GAMESTATE->m_CurStageStats.iSongsPassed) >= apSongs.size(); // there are no more songs left
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/* XXX: Should we really be using iSongsPassed to figure out what song we're
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* on? Wouldn't m_iCurrentStageIndex be better for that? -glenn */
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int iPlaySongIndex = 0;
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) )
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iPlaySongIndex = max( iPlaySongIndex, GAMESTATE->m_CurStageStats.iSongsPassed[p] );
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return unsigned(iPlaySongIndex) >= apSongs.size(); // there are no more songs left
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}
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}
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break;
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break;
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default:
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default:
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@@ -1265,7 +1272,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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case SM_BeginLoadingNextSong:
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case SM_BeginLoadingNextSong:
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LoadNextSong();
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LoadNextSong();
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StartPlayingSong( 0, 0 );
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/* We're fading in, so don't hit any notes for a few seconds; they'll be
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* obscured by the fade. */
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StartPlayingSong( 3, 0 );
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m_OniFade.OpenWipingRight( SM_None );
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m_OniFade.OpenWipingRight( SM_None );
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break;
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break;
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