Bring shadowed variables back from the dark side.
Alright Colby, happy now?
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+5
-5
@@ -76,23 +76,23 @@ void Foreground::Update( float fDeltaTime )
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/* Update the actor even if we're about to hide it, so queued commands
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* are always run. */
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float fDeltaTime;
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float lDeltaTime;
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if( !bga.m_bga->GetVisible() )
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{
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bga.m_bga->SetVisible( true );
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const float fStartSecond = m_pSong->m_Timing.GetElapsedTimeFromBeat( bga.m_fStartBeat );
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fDeltaTime = GAMESTATE->m_fMusicSeconds - fStartSecond;
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lDeltaTime = GAMESTATE->m_fMusicSeconds - fStartSecond;
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}
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else
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{
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fDeltaTime = GAMESTATE->m_fMusicSeconds - m_fLastMusicSeconds;
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lDeltaTime = GAMESTATE->m_fMusicSeconds - m_fLastMusicSeconds;
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}
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// This shouldn't go down, but be safe:
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fDeltaTime = max( fDeltaTime, 0 );
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lDeltaTime = max( lDeltaTime, 0 );
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bga.m_bga->Update( fDeltaTime / fRate );
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bga.m_bga->Update( lDeltaTime / fRate );
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if( GAMESTATE->m_fSongBeat > bga.m_fStopBeat )
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{
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