Option to hide all objects
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@@ -1422,12 +1422,14 @@ public class Game extends BasicGameState {
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// normal case
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if (!loseState) {
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gameObj.draw(g, trackPosition, false);
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if (Dancer.mirror && GameMod.AUTO.isActive()) {
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g.pushTransform();
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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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g.popTransform();
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if (!Dancer.hideobjects) {
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gameObj.draw(g, trackPosition, false);
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if (Dancer.mirror && GameMod.AUTO.isActive()) {
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g.pushTransform();
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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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g.popTransform();
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}
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}
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}
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// death: make objects "fall" off the screen
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@@ -1462,7 +1464,9 @@ public class Game extends BasicGameState {
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}
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// draw result objects
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data.drawHitResults(trackPosition);
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if (!Dancer.hideobjects) {
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data.drawHitResults(trackPosition);
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}
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}
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/**
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@@ -113,12 +113,15 @@ public class OptionsMenu extends BasicGameState {
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GameOption.DANCE_CIRCLE_STREAMS,
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GameOption.DANCE_ONLY_CIRCLE_STACKS,
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GameOption.DANCE_MIRROR,
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}),
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DANCEDISP ("Dance display", new GameOption[] {
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GameOption.DANCE_DRAW_APPROACH,
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GameOption.DANCE_OBJECT_COLOR_OVERRIDE,
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GameOption.DANCE_OBJECT_COLOR_OVERRIDE_MIRRORED,
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GameOption.DANCE_RGB_INC,
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GameOption.DANCE_CURSOR_USE_OBJECT_COLOR,
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GameOption.DANCE_REMOVE_BG,
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GameOption.DANCE_HIDE_OBJECTS,
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GameOption.DANCE_HIDE_UI,
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}),
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PIPPI ("Pippi", new GameOption[] {
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