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itgmania212121/stepmania/src/NoteField.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: NoteField
Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
-----------------------------------------------------------------------------
*/
#include "NoteField.h"
#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "ArrowEffects.h"
#include "PrefsManager.h"
#include "GameManager.h"
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#include "GameState.h"
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#include "RageException.h"
#include "RageTimer.h"
#include "RageLog.h"
#include <math.h>
#include "ThemeManager.h"
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const float HOLD_NOTE_BITS_PER_BEAT = 6;
const float HOLD_NOTE_BITS_PER_ROW = HOLD_NOTE_BITS_PER_BEAT / ROWS_PER_BEAT;
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const float ROWS_BETWEEN_HOLD_BITS = 1 / HOLD_NOTE_BITS_PER_ROW;
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NoteField::NoteField()
{
m_rectMeasureBar.TurnShadowOff();
m_textMeasureNumber.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textMeasureNumber.SetZoom( 1.0f );
m_rectMarkerBar.TurnShadowOff();
m_rectMarkerBar.SetEffectGlowing();
m_fBeginMarker = m_fEndMarker = -1;
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m_fPercentFadeToFail = -1;
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}
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void NoteField::Load( NoteData* pNoteData, PlayerNumber pn, int iFirstPixelToDraw, int iLastPixelToDraw )
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{
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m_PlayerNumber = pn;
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m_iFirstPixelToDraw = iFirstPixelToDraw;
m_iLastPixelToDraw = iLastPixelToDraw;
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m_fPercentFadeToFail = -1;
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NoteDataWithScoring::Init();
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m_bIsHoldingHoldNote.clear();
m_bIsHoldingHoldNote.insert(m_bIsHoldingHoldNote.end(), pNoteData->GetNumTapNotes(), false);
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this->CopyAll( pNoteData );
// init note displays
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for( int c=0; c<GetNumTracks(); c++ )
m_NoteDisplay[c].Load( c, pn );
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ASSERT( GetNumTracks() == GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer );
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}
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void NoteField::Update( float fDeltaTime )
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{
m_rectMarkerBar.Update( fDeltaTime );
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if( m_fPercentFadeToFail >= 0 )
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m_fPercentFadeToFail = min( m_fPercentFadeToFail + fDeltaTime/1.5f, 1 ); // take 1.5 seconds to totally fade
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}
void NoteField::DrawMeasureBar( int iMeasureIndex )
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{
const int iMeasureNoDisplay = iMeasureIndex+1;
const float fBeat = float(iMeasureIndex * BEATS_PER_MEASURE);
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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m_rectMeasureBar.SetXY( 0, fYPos );
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m_rectMeasureBar.SetZoomX( (float)(GetNumTracks()+1) * ARROW_SIZE );
m_rectMeasureBar.SetZoomY( 20 );
m_rectMeasureBar.SetDiffuse( RageColor(0,0,0,0.5f) );
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m_rectMeasureBar.Draw();
m_textMeasureNumber.SetDiffuse( RageColor(1,1,1,1) );
m_textMeasureNumber.SetGlow( RageColor(1,1,1,0) );
m_textMeasureNumber.SetText( ssprintf("%d", iMeasureNoDisplay) );
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m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 + 10, fYPos );
m_textMeasureNumber.Draw();
}
void NoteField::DrawMarkerBar( const float fBeat )
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{
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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m_rectMarkerBar.SetXY( 0, fYPos );
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m_rectMarkerBar.SetZoomX( (float)(GetNumTracks()+1) * ARROW_SIZE );
m_rectMarkerBar.SetZoomY( 20 );
m_rectMarkerBar.SetDiffuse( RageColor(0,0,0,0.5f) );
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m_rectMarkerBar.Draw();
}
void NoteField::DrawBPMText( const float fBeat, const float fBPM )
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{
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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m_textMeasureNumber.SetDiffuse( RageColor(1,0,0,1) );
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m_textMeasureNumber.SetGlow( RageColor(1,1,1,cosf(RageTimer::GetTimeSinceStart()*2)/2+0.5f) );
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m_textMeasureNumber.SetText( ssprintf("%.2f", fBPM) );
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m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 - 60, fYPos );
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m_textMeasureNumber.Draw();
}
void NoteField::DrawFreezeText( const float fBeat, const float fSecs )
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{
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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m_textMeasureNumber.SetDiffuse( RageColor(0.8f,0.8f,0,1) );
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m_textMeasureNumber.SetGlow( RageColor(1,1,1,cosf(RageTimer::GetTimeSinceStart()*2)/2+0.5f) );
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m_textMeasureNumber.SetText( ssprintf("%.2f", fSecs) );
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m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 - 10, fYPos );
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m_textMeasureNumber.Draw();
}
void NoteField::DrawBGChangeText( const float fBeat, const CString sNewBGName )
{
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
m_textMeasureNumber.SetDiffuse( RageColor(0,1,0,1) );
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m_textMeasureNumber.SetGlow( RageColor(1,1,1,cosf(RageTimer::GetTimeSinceStart()*2)/2+0.5f) );
m_textMeasureNumber.SetText( sNewBGName );
m_textMeasureNumber.SetXY( +m_rectMeasureBar.GetZoomedWidth()/2 + 10, fYPos );
m_textMeasureNumber.Draw();
}
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void NoteField::DrawPrimitives()
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{
//LOG->Trace( "NoteField::DrawPrimitives()" );
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const float fSongBeat = GAMESTATE->m_fSongBeat;
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// CPU OPTIMIZATION OPPORTUNITY:
// change this probing to binary search
// probe for first note on the screen
float fFirstBeatToDraw = fSongBeat-2; // Adjust to balance of performance and showing enough notes.
while( fFirstBeatToDraw<fSongBeat )
{
float fYOffset = ArrowGetYOffset(m_PlayerNumber, fFirstBeatToDraw);
float fYPosWOReverse = ArrowGetYPosWithoutReverse(m_PlayerNumber, fYOffset );
if( fYPosWOReverse < m_iFirstPixelToDraw ) // off screen
fFirstBeatToDraw += 0.1f; // move toward fSongBeat
else // on screen
break; // stop probing
}
fFirstBeatToDraw -= 0.1f; // rewind if we intentionally overshot
// probe for last note to draw
float fLastBeatToDraw = fSongBeat+20; // worst case is 0.25x + boost. Adjust to balance of performance and showing enough notes.
while( fLastBeatToDraw>fSongBeat )
{
float fYOffset = ArrowGetYOffset(m_PlayerNumber, fLastBeatToDraw);
float fYPosWOReverse = ArrowGetYPosWithoutReverse(m_PlayerNumber, fYOffset );
if( fYPosWOReverse > m_iLastPixelToDraw ) // off screen
fLastBeatToDraw -= 0.1f; // move toward fSongBeat
else // on screen
break; // stop probing
}
fLastBeatToDraw += 0.1f; // fast forward since we intentionally overshot
const int iFirstIndexToDraw = BeatToNoteRow(fFirstBeatToDraw);
const int iLastIndexToDraw = BeatToNoteRow(fLastBeatToDraw);
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// LOG->Trace( "start = %f.1, end = %f.1", fFirstBeatToDraw-fSongBeat, fLastBeatToDraw-fSongBeat );
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// LOG->Trace( "Drawing elements %d through %d", iFirstIndexToDraw, iLastIndexToDraw );
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if( GAMESTATE->m_bEditing )
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{
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ASSERT(GAMESTATE->m_pCurSong);
unsigned i;
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//
// Draw measure bars
//
unsigned iFirstMeasureToDraw = max(0, int(fFirstBeatToDraw)/BEATS_PER_MEASURE);
unsigned iLastMeasureToDraw = max(0, (int(fLastBeatToDraw)/BEATS_PER_MEASURE)+1);
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for( i=iFirstMeasureToDraw; i<=iLastMeasureToDraw; i++ )
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DrawMeasureBar( i );
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//
// BPM text
//
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vector<BPMSegment> &aBPMSegments = GAMESTATE->m_pCurSong->m_BPMSegments;
for( i=0; i<aBPMSegments.size(); i++ )
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{
if(aBPMSegments[i].m_fStartBeat >= fFirstBeatToDraw &&
aBPMSegments[i].m_fStartBeat <= fLastBeatToDraw)
DrawBPMText( aBPMSegments[i].m_fStartBeat, aBPMSegments[i].m_fBPM );
}
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//
// Freeze text
//
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vector<StopSegment> &aStopSegments = GAMESTATE->m_pCurSong->m_StopSegments;
for( i=0; i<aStopSegments.size(); i++ )
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{
if(aStopSegments[i].m_fStartBeat >= fFirstBeatToDraw &&
aStopSegments[i].m_fStartBeat <= fLastBeatToDraw)
DrawFreezeText( aStopSegments[i].m_fStartBeat, aStopSegments[i].m_fStopSeconds );
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}
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//
// BGChange text
//
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vector<BackgroundChange> &aBackgroundChanges = GAMESTATE->m_pCurSong->m_BackgroundChanges;
for( i=0; i<aBackgroundChanges.size(); i++ )
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{
if(aBackgroundChanges[i].m_fStartBeat >= fFirstBeatToDraw &&
aBackgroundChanges[i].m_fStartBeat <= fLastBeatToDraw)
DrawBGChangeText( aBackgroundChanges[i].m_fStartBeat, aBackgroundChanges[i].m_sBGName );
}
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//
// Draw marker bars
//
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if( m_fBeginMarker != -1 )
DrawMarkerBar( m_fBeginMarker );
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if( m_fEndMarker != -1 )
DrawMarkerBar( m_fEndMarker );
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}
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//
// Optimization is very important here because there are so many arrows to draw.
// Draw the arrows in order of column. This minimize texture switches and let us
// draw in big batches.
//
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for( int c=0; c<GetNumTracks(); c++ ) // for each arrow column
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{
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/////////////////////////////////
// Draw all HoldNotes in this column (so that they appear under the tap notes)
/////////////////////////////////
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int i;
for( i=0; i < GetNumHoldNotes(); i++ )
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{
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const HoldNote &hn = GetHoldNote(i);
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const HoldNoteScore hns = GetHoldNoteScore(i);
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const float fLife = GetHoldNoteLife(i);
const bool bIsHoldingNote = (i < int(m_bIsHoldingHoldNote.size()))?
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m_bIsHoldingHoldNote[i]: false;
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if( hns == HNS_OK ) // if this HoldNote was completed
continue; // don't draw anything
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if( hn.m_iTrack != c ) // this HoldNote doesn't belong to this column
continue;
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// If no part of this HoldNote is on the screen, skip it
if( !( fFirstBeatToDraw <= hn.m_fEndBeat && hn.m_fEndBeat <= fLastBeatToDraw ||
fFirstBeatToDraw <= hn.m_fStartBeat && hn.m_fStartBeat <= fLastBeatToDraw ||
hn.m_fStartBeat < fFirstBeatToDraw && hn.m_fEndBeat > fLastBeatToDraw ) )
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{
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continue; // skip
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}
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m_NoteDisplay[c].DrawHold( hn, bIsHoldingNote, fLife, m_fPercentFadeToFail );
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}
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///////////////////////////////////
// Draw all TapNotes in this column
///////////////////////////////////
for( i=iFirstIndexToDraw; i<=iLastIndexToDraw; i++ ) // for each row
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{
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if( GetTapNote(c, i) == TAP_EMPTY ) // no note here
continue; // skip
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if( GetTapNote(c, i) == TAP_HOLD_HEAD ) // this is a HoldNote begin marker. Grade it, but don't draw
continue; // skip
// See if there is a hold step that begins on this index.
bool bHoldNoteBeginsOnThisBeat = false;
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for( int c2=0; c2<GetNumTracks(); c2++ )
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{
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if( GetTapNote(c2, i) == TAP_HOLD_HEAD )
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{
bHoldNoteBeginsOnThisBeat = true;
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break;
}
}
m_NoteDisplay[c].DrawTap( c, NoteRowToBeat(i), bHoldNoteBeginsOnThisBeat, m_fPercentFadeToFail );
}
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}
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}
void NoteField::RemoveTapNoteRow( int iIndex )
{
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for( int c=0; c<GetNumTracks(); c++ )
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SetTapNote(c, iIndex, TAP_EMPTY);
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}
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void NoteField::FadeToFail()
{
m_fPercentFadeToFail = max( 0.0f, m_fPercentFadeToFail ); // this will slowly increase every Update()
// don't fade all over again if this is called twice
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}