fix misses when skipping songs in the jukebox
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@@ -728,7 +728,12 @@ void ScreenGameplay::Update( float fDeltaTime )
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return;
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return;
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// update the global music statistics for other classes to access
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// update the global music statistics for other classes to access
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GAMESTATE->UpdateSongPosition(m_soundMusic.GetPositionSeconds());
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/* If ScreenJukebox is changing screens, it'll stop m_soundMusic to tell
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* us not to update the time here. (In that case, we've already created
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* a new ScreenJukebox and reset music statistics, and if we do this then
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* we'll un-reset them.) */
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if(m_soundMusic.IsPlaying())
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GAMESTATE->UpdateSongPosition(m_soundMusic.GetPositionSeconds());
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m_MaxCombo.SetText( ssprintf("%d", m_Player[GAMESTATE->m_MasterPlayerNumber].GetPlayersMaxCombo()) ); /* MAKE THIS WORK FOR BOTH PLAYERS! */
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m_MaxCombo.SetText( ssprintf("%d", m_Player[GAMESTATE->m_MasterPlayerNumber].GetPlayersMaxCombo()) ); /* 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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@@ -240,6 +240,10 @@ void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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m_Fade.CloseWipingRight( SM_GoToNextScreen );
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return;
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return;
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case SM_GoToNextScreen:
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case SM_GoToNextScreen:
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/* We're actually under Update(), so make sure ScreenGameplay doesn't
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* continue grading for this call. */
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m_soundMusic.StopPlaying();
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SCREENMAN->SetNewScreen( "ScreenJukebox" );
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SCREENMAN->SetNewScreen( "ScreenJukebox" );
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return;
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return;
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}
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}
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