Hack around ScreenGameplaySyncMachine trying to do a network game
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@@ -323,6 +323,7 @@ ScreenGameplay::ScreenGameplay()
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{
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m_pSongBackground = NULL;
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m_pSongForeground = NULL;
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m_bForceNoNetwork = false;
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}
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void ScreenGameplay::Init()
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@@ -540,7 +541,8 @@ void ScreenGameplay::Init()
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// we need to wait, so that there is no Dead On Start issues.
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// if you wait too long at the second checkpoint, you will
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// appear dead when you begin your game.
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NSMAN->StartRequest(0);
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if( !m_bForceNoNetwork )
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NSMAN->StartRequest(0);
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// Add individual life meter
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@@ -582,7 +584,7 @@ void ScreenGameplay::Init()
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#if !defined(WITHOUT_NETWORKING)
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// Only used in SMLAN/SMOnline:
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if( NSMAN->useSMserver && GAMESTATE->GetCurrentStyle()->m_StyleType != StyleType_OnePlayerTwoSides )
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if( !m_bForceNoNetwork && NSMAN->useSMserver && GAMESTATE->GetCurrentStyle()->m_StyleType != StyleType_OnePlayerTwoSides )
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{
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m_bShowScoreboard = PREFSMAN->m_bEnableScoreboard.Get();
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PlayerNumber pn = GAMESTATE->GetFirstDisabledPlayer();
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@@ -931,7 +933,8 @@ ScreenGameplay::~ScreenGameplay()
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m_GameplayAssist.StopPlaying();
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NSMAN->ReportSongOver();
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if( !m_bForceNoNetwork )
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NSMAN->ReportSongOver();
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}
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bool ScreenGameplay::IsLastSong()
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@@ -1462,11 +1465,7 @@ void ScreenGameplay::BeginScreen()
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SOUND->PlayOnceFromAnnouncer( "gameplay intro" ); // crowd cheer
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// Get the transitions rolling
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if( GAMESTATE->m_bDemonstrationOrJukebox )
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{
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StartPlayingSong( MIN_SECONDS_TO_STEP, MIN_SECONDS_TO_MUSIC );
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}
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else if( NSMAN->useSMserver )
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if( !m_bForceNoNetwork && NSMAN->useSMserver )
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{
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// If we're using networking, we must not have any delay. If we do,
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// this can cause inconsistency on different computers and
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@@ -1880,7 +1879,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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SendCrossedMessages();
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if( NSMAN->useSMserver )
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if( !m_bForceNoNetwork && NSMAN->useSMserver )
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{
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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if( pi->m_pLifeMeter )
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