only do dancer options (mirror etc) if auto is active
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@@ -320,7 +320,7 @@ public class Game extends BasicGameState {
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}
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}
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// background
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// background
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if (!Dancer.removebg) {
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if (!Dancer.removebg && GameMod.AUTO.isActive()) {
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float dimLevel = Options.getBackgroundDim();
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float dimLevel = Options.getBackgroundDim();
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if (trackPosition < firstObjectTime) {
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if (trackPosition < firstObjectTime) {
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if (timeDiff < approachTime)
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if (timeDiff < approachTime)
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@@ -603,7 +603,7 @@ public class Game extends BasicGameState {
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UI.draw(g, replayX, replayY, replayKeyPressed);
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UI.draw(g, replayX, replayY, replayKeyPressed);
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else if (GameMod.AUTO.isActive()) {
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else if (GameMod.AUTO.isActive()) {
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UI.draw(g, (int) autoMousePosition.x, (int) autoMousePosition.y, autoMousePressed);
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UI.draw(g, (int) autoMousePosition.x, (int) autoMousePosition.y, autoMousePressed);
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if (Dancer.mirror) {
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if (Dancer.mirror && GameMod.AUTO.isActive()) {
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double dx = autoMousePosition.x - Options.width / 2d;
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double dx = autoMousePosition.x - Options.width / 2d;
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double dy = autoMousePosition.y - Options.height / 2d;
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double dy = autoMousePosition.y - Options.height / 2d;
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double d = Math.sqrt(dx * dx + dy * dy);
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double d = Math.sqrt(dx * dx + dy * dy);
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@@ -1401,7 +1401,7 @@ public class Game extends BasicGameState {
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// normal case
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// normal case
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if (!loseState) {
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if (!loseState) {
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gameObj.draw(g, trackPosition, false);
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gameObj.draw(g, trackPosition, false);
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if (Dancer.mirror) {
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if (Dancer.mirror && GameMod.AUTO.isActive()) {
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g.pushTransform();
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g.pushTransform();
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g.rotate(Options.width / 2f, Options.height / 2f, 180f);
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g.rotate(Options.width / 2f, Options.height / 2f, 180f);
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gameObj.draw(g, trackPosition, true);
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gameObj.draw(g, trackPosition, true);
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