add StepsType for cabinet lights
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@@ -54,8 +54,7 @@ LightsManager::LightsManager(CString sDriver)
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m_pDriver = MakeLightsDriver(sDriver);
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m_fSecsLeftInMarqueeBlink = 0;
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m_fSecsLeftInBassBlink = 0;
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ZERO( m_fSecsLeftInBlink );
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}
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LightsManager::~LightsManager()
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@@ -65,14 +64,19 @@ LightsManager::~LightsManager()
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void LightsManager::Update( float fDeltaTime )
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{
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m_fSecsLeftInMarqueeBlink = max( 0, m_fSecsLeftInMarqueeBlink - fDeltaTime );
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m_fSecsLeftInBassBlink = max( 0, m_fSecsLeftInBassBlink - fDeltaTime );
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// update lights falloff
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{
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FOREACH_CabinetLight( cl )
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m_fSecsLeftInBlink[cl] = max( 0, m_fSecsLeftInBlink[cl] - fDeltaTime );
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}
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//
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// Update cabinet lights
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// Set new lights state cabinet lights
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//
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FOREACH_CabinetLight( cl )
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m_LightsState.m_bCabinetLights[cl] = false;
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{
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FOREACH_CabinetLight( cl )
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m_LightsState.m_bCabinetLights[cl] = false;
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}
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switch( m_LightsMode )
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{
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@@ -147,17 +151,10 @@ void LightsManager::Update( float fDeltaTime )
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bool bAllMarqueeLightsOn = !GAMESTATE->m_bPastHereWeGo;
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bool bOn;
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bOn = bAllMarqueeLightsOn || (m_fSecsLeftInMarqueeBlink > 0);
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m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_UP_LEFT] = bOn;
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m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_UP_RIGHT] = bOn;
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m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_LR_LEFT] = bOn;
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m_LightsState.m_bCabinetLights[LIGHT_MARQUEE_LR_RIGHT] = bOn;
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bOn = m_fSecsLeftInBassBlink > 0;
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m_LightsState.m_bCabinetLights[LIGHT_BASS_LEFT] = bOn;
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m_LightsState.m_bCabinetLights[LIGHT_BASS_RIGHT] = bOn;
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{
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FOREACH_CabinetLight( cl )
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m_LightsState.m_bCabinetLights[cl] = m_fSecsLeftInBlink[cl] > 0 ;
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}
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}
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break;
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case LIGHTSMODE_STAGE:
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@@ -264,14 +261,9 @@ void LightsManager::Update( float fDeltaTime )
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m_pDriver->Set( &m_LightsState );
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}
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void LightsManager::GameplayBlinkMarqueeLights()
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void LightsManager::GameplayBlinkLight( CabinetLight cl )
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{
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m_fSecsLeftInMarqueeBlink = 0.1f;
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}
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void LightsManager::GameplayBlinkBassLights()
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{
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m_fSecsLeftInBassBlink = 0.1f;
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m_fSecsLeftInBlink[cl] = LIGHTS_FALLOFF_SECONDS;
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}
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void LightsManager::SetLightsMode( LightsMode lm )
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