Fix: The system should allow for the user to not have to start immediately.
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@@ -86,6 +86,7 @@ const ScreenMessage SM_GoToScreenAfterFail = ScreenMessage(SM_User+31);
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const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
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const ScreenMessage SM_StartHereWeGo = ScreenMessage(SM_User+40);
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const ScreenMessage SM_StopHereWeGo = ScreenMessage(SM_User+41);
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const ScreenMessage SM_StopHereWeGo = ScreenMessage(SM_User+41);
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static Preference<float> g_fNetStartOffset( Options, "NetworkStartOffset", -3.0 );
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REGISTER_SCREEN_CLASS( ScreenGameplay );
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REGISTER_SCREEN_CLASS( ScreenGameplay );
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ScreenGameplay::ScreenGameplay( CString sName ) : Screen(sName)
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ScreenGameplay::ScreenGameplay( CString sName ) : Screen(sName)
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@@ -1257,13 +1258,15 @@ void ScreenGameplay::Update( float fDeltaTime )
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StartPlayingSong( 0, 0 );
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StartPlayingSong( 0, 0 );
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m_pSoundMusic->Stop();
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m_pSoundMusic->Stop();
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float startOffset = g_fNetStartOffset;
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NSMAN->StartRequest(1);
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NSMAN->StartRequest(1);
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RageSoundParams p;
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RageSoundParams p;
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p.AccurateSync = true;
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p.AccurateSync = true;
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p.SetPlaybackRate( 1.0 ); //Force 1.0 playback speed
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p.SetPlaybackRate( 1.0 ); //Force 1.0 playback speed
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p.StopMode = RageSoundParams::M_CONTINUE;
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p.StopMode = RageSoundParams::M_CONTINUE;
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p.m_StartSecond = 0.0;
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p.m_StartSecond = startOffset;
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m_pSoundMusic->Play( &p );
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m_pSoundMusic->Play( &p );
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UpdateSongPosition(0);
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UpdateSongPosition(0);
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