make autoplay available everywhere but DQ if used
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@@ -1087,6 +1087,11 @@ bool GameState::IsDisqualified( PlayerNumber pn )
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if( STATSMAN->m_CurStageStats.bGaveUp )
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return true;
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#ifndef DEBUG
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if( STATSMAN->m_CurStageStats.bUsedAutoplay )
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return true;
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#endif //DEBUG
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const PlayerOptions &po = GAMESTATE->m_pPlayerState[pn]->m_StoredPlayerOptions;
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// Check the stored player options for disqualify. Don't disqualify because
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@@ -578,6 +578,8 @@ void Player::Update( float fDeltaTime )
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RageTimer now;
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Step( iTrack, now, false );
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if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
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STATSMAN->m_CurStageStats.bUsedAutoplay = true;
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}
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}
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@@ -619,6 +621,8 @@ void Player::Update( float fDeltaTime )
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{
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// TODO: Make the CPU miss sometimes.
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bIsHoldingButton = true;
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if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
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STATSMAN->m_CurStageStats.bUsedAutoplay = true;
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}
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else
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{
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@@ -1505,7 +1509,8 @@ void Player::CrossedRow( int iNoteRow )
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if( tn.type != TapNote::empty && tn.result.tns == TNS_None )
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{
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Step( t, now );
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STATSMAN->m_CurStageStats.bUsedAutoplay = true;
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if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
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STATSMAN->m_CurStageStats.bUsedAutoplay = true;
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}
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}
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}
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@@ -51,7 +51,7 @@ public:
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g_pvpSubscribers->push_back( this );
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}
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virtual ~IDebugLine() { }
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enum Type { all_screens, gameplay_only, editor_gameplay_only };
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enum Type { all_screens, gameplay_only };
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virtual Type GetType() const { return all_screens; }
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virtual RString GetDescription() = 0;
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virtual RString GetValue() = 0;
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@@ -73,17 +73,6 @@ static bool IsGameplay()
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return SCREENMAN && SCREENMAN->GetTopScreen() && SCREENMAN->GetTopScreen()->GetScreenType() == gameplay;
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}
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static bool IsEditorGameplay()
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{
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if( IsGameplay() )
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{
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RString s = SCREENMAN->GetTopScreen()->GetName();
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if( s.find("ScreenEdit") != s.npos )
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return true;
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}
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return false;
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}
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REGISTER_SCREEN_CLASS( ScreenDebugOverlay );
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@@ -124,7 +113,6 @@ struct MapDebugToDI
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static MapDebugToDI g_Mappings;
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static LocalizedString IN_GAMEPLAY( "ScreenDebugOverlay", "%s in gameplay" );
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static LocalizedString IN_EDITOR_GAMEPLAY( "ScreenDebugOverlay", "%s in editor gameplay" );
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static LocalizedString OR( "ScreenDebugOverlay", "or" );
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static RString GetDebugButtonName( const IDebugLine *pLine )
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{
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@@ -135,8 +123,6 @@ static RString GetDebugButtonName( const IDebugLine *pLine )
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return s;
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case IDebugLine::gameplay_only:
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return ssprintf( IN_GAMEPLAY.GetValue(), s.c_str() );
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case IDebugLine::editor_gameplay_only:
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return ssprintf( IN_EDITOR_GAMEPLAY.GetValue(), s.c_str() );
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default:
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ASSERT(0);
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}
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@@ -201,7 +187,6 @@ void ScreenDebugOverlay::Init()
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(*p)->m_Button = g_Mappings.debugButton[iNextDebugButton++];
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break;
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case IDebugLine::gameplay_only:
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case IDebugLine::editor_gameplay_only:
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(*p)->m_Button = g_Mappings.gameplayButton[iNextGameplayButton++];
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break;
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}
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@@ -371,10 +356,8 @@ bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
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if( !IsGameplay() )
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continue;
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break;
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case IDebugLine::editor_gameplay_only:
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if( !IsEditorGameplay() )
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continue;
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break;
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default:
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ASSERT(0);
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}
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if( input.DeviceI == (*p)->m_Button )
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@@ -2331,9 +2331,6 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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else if( SM == SM_GoToNextScreen )
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{
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GAMESTATE->m_EditMode = EditMode_INVALID;
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// HACK to fix "AutoPlay remains on for normal play even if it's only togglable in the editor."
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PREFSMAN->m_AutoPlay.Set( PC_HUMAN );
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}
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else if( SM == SM_BackFromMainMenu )
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{
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