play auto keysounds
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@@ -814,18 +814,32 @@ void ScreenGameplay::SetupSong( PlayerNumber p, int iSongIndex )
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GAMESTATE->m_pCurSteps[p]->GetNoteData( originalNoteData );
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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NoteData newNoteData;
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pStyle->GetTransformedNoteDataForStyle( p, originalNoteData, newNoteData );
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m_Player[p].Load(
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p,
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newNoteData,
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m_pLifeMeter[p],
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m_pCombinedLifeMeter,
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m_pPrimaryScoreDisplay[p],
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m_pSecondaryScoreDisplay[p],
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m_pInventory[p],
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m_pPrimaryScoreKeeper[p],
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m_pSecondaryScoreKeeper[p] );
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NoteData ndTransformed;
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pStyle->GetTransformedNoteDataForStyle( p, originalNoteData, ndTransformed );
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// load player
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{
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NoteData nd = ndTransformed;
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NoteDataUtil::RemoveAllTapsOfType( nd, TapNote::autoKeysound );
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m_Player[p].Load(
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p,
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nd,
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m_pLifeMeter[p],
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m_pCombinedLifeMeter,
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m_pPrimaryScoreDisplay[p],
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m_pSecondaryScoreDisplay[p],
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m_pInventory[p],
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m_pPrimaryScoreKeeper[p],
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m_pSecondaryScoreKeeper[p] );
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}
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// load auto keysounds
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{
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NoteData nd = ndTransformed;
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NoteDataUtil::RemoveAllTapsExceptForType( nd, TapNote::autoKeysound );
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m_AutoKeysounds.Load( p, nd );
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}
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// Put course options into effect. Do this after Player::Load so
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// that mods aren't double-applied.
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@@ -1291,6 +1305,8 @@ void ScreenGameplay::Update( float fDeltaTime )
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//LOG->Trace( "m_fOffsetInBeats = %f, m_fBeatsPerSecond = %f, m_Music.GetPositionSeconds = %f", m_fOffsetInBeats, m_fBeatsPerSecond, m_Music.GetPositionSeconds() );
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m_BeginnerHelper.Update(fDeltaTime);
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m_AutoKeysounds.Update(fDeltaTime);
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//
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// update GameState HealthState
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