In editor, selection no longer required to play or record.
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@@ -835,11 +835,10 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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break;
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case DIK_P:
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{
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if( m_NoteFieldEdit.m_fBeginMarker == -1 || m_NoteFieldEdit.m_fEndMarker == -1 )
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{
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m_soundInvalid.Play();
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break;
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}
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if( m_NoteFieldEdit.m_fBeginMarker == -1 )
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m_NoteFieldEdit.m_fBeginMarker = m_pSong->m_fFirstBeat;
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if( m_NoteFieldEdit.m_fEndMarker == -1 )
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m_NoteFieldEdit.m_fEndMarker = m_pSong->m_fLastBeat;
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m_EditMode = MODE_PLAYING;
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@@ -857,11 +856,11 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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break;
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case DIK_R:
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{
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if( m_NoteFieldEdit.m_fBeginMarker == -1 || m_NoteFieldEdit.m_fEndMarker == -1 )
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{
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m_soundInvalid.Play();
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break;
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}
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if( m_NoteFieldEdit.m_fBeginMarker == -1 )
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m_NoteFieldEdit.m_fBeginMarker = m_pSong->m_fFirstBeat;
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if( m_NoteFieldEdit.m_fEndMarker == -1 )
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m_NoteFieldEdit.m_fEndMarker = m_pSong->m_fLastBeat;
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// initialize m_NoteFieldRecord
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m_NoteFieldRecord.ClearAll();
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@@ -632,7 +632,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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// Check for end of song
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//
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if( fSongBeat > GAMESTATE->m_pCurSong->m_fLastBeat+2 && !m_soundMusic.IsPlaying() )
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if( fSongBeat > GAMESTATE->m_pCurSong->m_fLastBeat+1 && !m_soundMusic.IsPlaying() )
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{
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GAMESTATE->m_fSongBeat = 0;
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m_soundMusic.Stop();
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@@ -1237,7 +1237,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_sprCleared.BeginTweening(1.5f); // sleep
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m_sprCleared.BeginTweening(0.7f);
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m_sprCleared.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 3 );
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SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 4 );
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break;
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case SM_ShowTryExtraStage:
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@@ -1253,10 +1253,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_sprTryExtraStage.SetZoom( 4 );
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m_sprTryExtraStage.BeginBlurredTweening( 0.8f, TWEEN_BIAS_END );
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m_sprTryExtraStage.SetTweenZoom( 0.5f ); // zoom out
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m_sprTryExtraStage.SetTweenZoom( 0.4f ); // zoom out
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m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
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m_sprTryExtraStage.BeginTweening( 0.3f );
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m_sprTryExtraStage.SetTweenZoom( 1.1f ); // bounce
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m_sprTryExtraStage.BeginTweening( 0.2f );
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m_sprTryExtraStage.SetTweenZoom( 0.8f ); // bounce
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m_sprTryExtraStage.SetTweenDiffuse( colorStage ); // and fade in
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m_sprTryExtraStage.BeginTweening( 0.2f );
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m_sprTryExtraStage.SetTweenZoom( 1.0f ); // come to rest
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@@ -1264,7 +1264,8 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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colorStage.a = 0;
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m_sprTryExtraStage.BeginTweening( 3 ); // sleep
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m_sprTryExtraStage.BeginTweening( 2 ); // sleep
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m_sprTryExtraStage.BeginTweening( 1 ); // fade out
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m_sprTryExtraStage.SetTweenDiffuse( colorStage );
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SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 5 );
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}
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