comment/cleanup
This commit is contained in:
+9
-9
@@ -19,7 +19,7 @@ struct TapNoteResult
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* only meaningful for graded taps (tns >= TNS_W5). */
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float fTapNoteOffset;
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/* If the whole row has been judged, all taps on the row will be set to hidden. */
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// If the whole row has been judged, all taps on the row will be set to hidden.
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bool bHidden;
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// XML
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@@ -40,15 +40,15 @@ struct HoldNoteResult
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* If the life is > 0.0 when the HoldNote ends, then m_HoldScore becomes HNS_Held. */
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float fLife;
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/* The number of seconds the hold note has overlapped the current beat, or 0 if it
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* doesn't overlap. */
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/* The number of seconds the hold note has overlapped the current beat, or 0
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* if it doesn't overlap. */
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float fOverlappedTime;
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/* Last index where fLife was greater than 0. If the tap was missed, this will
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* be the first index of the hold. */
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/* Last index where fLife was greater than 0. If the tap was missed, this
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* will be the first index of the hold. */
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int iLastHeldRow;
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/* If checkpoint holds are enabled, the number of checkpoints hit and missed. */
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// If checkpoint holds are enabled, the number of checkpoints hit and missed.
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int iCheckpointsHit;
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int iCheckpointsMissed;
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@@ -180,11 +180,11 @@ extern TapNote TAP_ADDITION_MINE;
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// TODO: Don't have a hard-coded track limit.
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const int MAX_NOTE_TRACKS = 16;
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/* This is a divisor for our "fixed-point" time/beat representation. It must be evenly divisible
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* by 2, 3, and 4, to exactly represent 8th, 12th and 16th notes. */
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/* This is a divisor for our "fixed-point" time/beat representation. It must be
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* evenly divisible by 2, 3, and 4, to exactly represent 8th, 12th and 16th notes. */
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const int ROWS_PER_BEAT = 48;
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/* In the editor, enforce a reasonable limit on the number of notes. */
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// In the editor, enforce a reasonable limit on the number of notes.
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const int MAX_NOTES_PER_MEASURE = 50;
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@@ -1,4 +1,4 @@
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/* ScreenEvaluation - Shows the user their score after gameplay has ended. */
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/* ScreenEvaluation - Shows the player their score after gameplay has ended. */
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#ifndef SCREEN_EVALUATION_H
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#define SCREEN_EVALUATION_H
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+1
-1
@@ -33,7 +33,7 @@ void ScreenExit::Update( float fDelta )
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if( m_Exited )
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return;
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/* Grab the list of playing sounds, and see if it's empty. */
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// Grab the list of playing sounds, and see if it's empty.
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const set<RageSound *> &PlayingSounds = SOUNDMAN->GetPlayingSounds();
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bool DoQuit = PlayingSounds.empty();
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@@ -743,7 +743,6 @@ void ScreenGameplay::Init()
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pi->GetPlayerStageStats()->m_vpPossibleSteps = pi->m_vpStepsQueue;
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}
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LOG->Trace("[ScreenGameplay::Init] loading scorekeepers");
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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ASSERT( !pi->m_vpStepsQueue.empty() );
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@@ -944,11 +943,10 @@ bool ScreenGameplay::IsLastSong()
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void ScreenGameplay::SetupSong( int iSongIndex )
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{
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LOG->Trace("[ScreenGameplay::SetupSong] begin");
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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/* This is the first beat that can be changed without it being visible. Until
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* we draw for the first time, any beat can be changed. */
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/* This is the first beat that can be changed without it being visible.
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* Until we draw for the first time, any beat can be changed. */
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pi->GetPlayerState()->m_fLastDrawnBeat = -100;
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Steps *pSteps = pi->m_vpStepsQueue[iSongIndex];
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@@ -956,10 +954,10 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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/* Load new NoteData into Player. Do this before
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* RebuildPlayerOptionsFromActiveAttacks or else transform mods will get
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* propogated to GAMESTATE->m_pPlayerOptions too early and be double-applied
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* propagated to GAMESTATE->m_pPlayerOptions too early and be double-applied
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* to the NoteData:
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* once in Player::Load, then again in Player::ApplyActiveAttacks. This
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* is very bad for transforms like AddMines.
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* once in Player::Load, then again in Player::ApplyActiveAttacks.
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* This is very bad for transforms like AddMines.
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*/
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NoteData originalNoteData;
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pSteps->GetNoteData( originalNoteData );
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@@ -1031,10 +1029,10 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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GAMESTATE->m_SongOptions.FromString( ModsLevel_Song, a.sModifiers );
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}
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/* Update attack bOn flags. */
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// Update attack bOn flags.
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pi->GetPlayerState()->Update( 0 );
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/* Hack: Course modifiers that are set to start immediately shouldn't tween on. */
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// Hack: Course modifiers that are set to start immediately shouldn't tween on.
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pi->GetPlayerState()->m_PlayerOptions.SetCurrentToLevel( ModsLevel_Stage );
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}
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}
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+13
-21
@@ -1,5 +1,4 @@
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#include "global.h"
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#include "ScreenJukebox.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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@@ -32,9 +31,8 @@ void ScreenJukebox::SetSong()
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vector<Song*> vSongs;
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//Check to see if there is a theme-course
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//I.E. If there is a course called exactly the theme name,
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//then we pick a song from this course.
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/* Check to see if there is a theme course. If there is a course that has
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* the exact same name as the theme, then we pick a song from this course. */
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Course *pCourse = SONGMAN->GetCourseFromName( THEME->GetCurThemeName() );
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if( pCourse != NULL )
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for ( unsigned i = 0; i < pCourse->m_vEntries.size(); i++ )
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@@ -45,13 +43,11 @@ void ScreenJukebox::SetSong()
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vSongs = SONGMAN->GetSongs( GAMESTATE->m_sPreferredSongGroup );
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//
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// Calculate what difficulties to show
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//
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vector<Difficulty> vDifficultiesToShow;
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if( m_bDemonstration )
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{
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// HACK: This belongs in ScreenDemonstration
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// HACK: This belongs in ScreenDemonstration.
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ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE(m_sName,"DifficultiesToShow");
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vDifficultiesToShow = DIFFICULTIES_TO_SHOW_HERE.GetValue();
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}
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@@ -70,9 +66,7 @@ void ScreenJukebox::SetSong()
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ASSERT( !vDifficultiesToShow.empty() );
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//
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// Search for a Song and Steps to play during the demo
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//
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// Search for a Song and Steps to play during the demo.
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for( int i=0; i<1000; i++ )
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{
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if( vSongs.size() == 0 )
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@@ -104,12 +98,11 @@ void ScreenJukebox::SetSong()
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FOREACH_PlayerNumber( p )
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GAMESTATE->m_pCurSteps[p].Set( pSteps );
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bool bShowModifiers = randomf(0,1) <= SHOW_COURSE_MODIFIERS_PROBABILITY;
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if( bShowModifiers )
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{
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/* If we have a modifier course containing this song, apply its modifiers. Only check
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* fixed course entries. */
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/* If we have a modifier course containing this song, apply its
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* modifiers. Only check fixed course entries. */
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vector<Course*> apCourses;
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SONGMAN->GetAllCourses( apCourses, false );
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vector<const CourseEntry *> apOptions;
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@@ -121,7 +114,6 @@ void ScreenJukebox::SetSong()
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if( pEntry == NULL || pEntry->attacks.size() == 0 )
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continue;
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if( !ALLOW_ADVANCED_MODIFIERS )
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{
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// There are some confusing mods that we don't want to show in demonstration.
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@@ -133,6 +125,7 @@ void ScreenJukebox::SetSong()
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{
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RString s = a->sModifiers;
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s.MakeLower();
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// todo: allow themers to modify this list? -aj
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if( s.find("dark") != string::npos ||
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s.find("stealth") != string::npos )
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{
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@@ -144,7 +137,6 @@ void ScreenJukebox::SetSong()
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continue; // skip
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}
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apOptions.push_back( pEntry );
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apPossibleCourses.push_back( pCourse );
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}
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@@ -175,13 +167,12 @@ void ScreenJukebox::SetSong()
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ScreenJukebox::ScreenJukebox()
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{
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m_bDemonstration = false;
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m_pCourseEntry = NULL;
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}
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void ScreenJukebox::Init()
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{
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// ScreeJukeboxMenu must set this
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// ScreenJukeboxMenu must set this
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ASSERT( GAMESTATE->GetCurrentStyle() );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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@@ -196,7 +187,8 @@ void ScreenJukebox::Init()
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if( Benchmark )
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{
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/* Note that you also need to make sure you benchmark with the
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* same notes. I use a copy of MaxU with only heavy notes included. */
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* same notes. I (who? -aj) use a copy of Maxx Unlimited with only heavy notes
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* included.*/
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FOREACH_EnabledPlayer( p )
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{
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/* Lots and lots of arrows. This might even bias to arrows a little
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@@ -211,7 +203,7 @@ void ScreenJukebox::Init()
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FOREACH_EnabledPlayer( p )
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{
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/* Reset score between songs. */
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// Reset score between songs.
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STATSMAN->m_CurStageStats.m_player[p].ResetScoreForLesson();
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if( GAMESTATE->m_bJukeboxUsesModifiers )
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@@ -232,7 +224,7 @@ void ScreenJukebox::Init()
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GAMESTATE->m_bDemonstrationOrJukebox = true;
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/* Now that we've set up, init the base class. */
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// Now that we've set up, init the base class.
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ScreenGameplay::Init();
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if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
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@@ -253,7 +245,7 @@ void ScreenJukebox::Input( const InputEventPlus &input )
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//LOG->Trace( "ScreenJukebox::Input()" );
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if( input.type != IET_FIRST_PRESS )
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return; /* ignore */
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return; // ignore
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switch( input.MenuI )
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{
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