Un-hardcode a diffuse command being played on course song number.
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@@ -593,7 +593,7 @@ void ScreenGameplay::Init()
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pi->m_ptextCourseSongNumber->SetName( ssprintf("SongNumber%s",pi->GetName().c_str()) );
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LOAD_ALL_COMMANDS_AND_SET_XY( pi->m_ptextCourseSongNumber );
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pi->m_ptextCourseSongNumber->SetText( "" );
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pi->m_ptextCourseSongNumber->SetDiffuse( RageColor(0,0.5f,1,1) ); // light blue
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//pi->m_ptextCourseSongNumber->SetDiffuse( RageColor(0,0.5f,1,1) ); // light blue
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this->AddChild( pi->m_ptextCourseSongNumber );
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}
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@@ -980,8 +980,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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/* Update attack bOn flags, and rebuild Current-level options
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* from Song-level options. The current NoteSkin could have changed
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* because of an attack ending.
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*/
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* because of an attack ending. */
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pi->GetPlayerState()->Update( 0 );
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// load player
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@@ -2762,6 +2761,7 @@ void ScreenGameplay::SaveReplay()
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* Add proper steps hash?
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* Add modifiers used
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* Add date played, machine played on, etc.
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* Hash of some stuff to validate data (see Profile)
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*/
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FOREACH_HumanPlayer( pn )
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{
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