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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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const float HOLD_NOTE_BITS_PER_BEAT = 6;
const float HOLD_NOTE_BITS_PER_ROW = HOLD_NOTE_BITS_PER_BEAT / ELEMENTS_PER_BEAT;
const float ROWS_BETWEEN_HOLD_BITS = 1 / HOLD_NOTE_BITS_PER_ROW;
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NoteField::NoteField()
{
m_rectMeasureBar.TurnShadowOff();
m_textMeasureNumber.Load( THEME->GetPathTo(FONT_NORMAL) );
m_textMeasureNumber.SetZoom( 1.0f );
m_rectMarkerBar.TurnShadowOff();
m_rectMarkerBar.SetEffectGlowing();
m_Mode = MODE_DANCING;
m_fBeginMarker = m_fEndMarker = -1;
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m_fOverrideAdd = -1;
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}
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void NoteField::Load( NoteData* pNoteData, PlayerNumber p, StyleDef* pStyleDef, PlayerOptions po, float fNumBeatsToDrawBehind, float fNumBeatsToDrawAhead, NoteFieldMode mode )
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{
m_PlayerOptions = po;
m_fNumBeatsToDrawBehind = fNumBeatsToDrawBehind;
m_fNumBeatsToDrawAhead = fNumBeatsToDrawAhead;
m_Mode = mode;
this->CopyAll( pNoteData );
// init arrow rotations and X positions
for( int c=0; c<m_iNumTracks; c++ )
{
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CArray<D3DXCOLOR,D3DXCOLOR> arrayTweenColors;
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GAMEMAN->GetTweenColors( c, arrayTweenColors );
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m_ColorNote[c].m_sprColorPart.Load( GAMEMAN->GetPathTo(c, GRAPHIC_NOTE_COLOR_PART) );
m_ColorNote[c].m_sprGrayPart.Load( GAMEMAN->GetPathTo(c, GRAPHIC_NOTE_GRAY_PART) );
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}
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for( int i=0; i<MAX_HOLD_NOTES; i++ )
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m_HoldNoteLife[i] = 1; // start with full life
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ASSERT( m_iNumTracks == GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer );
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}
void NoteField::Update( float fDeltaTime, float fSongBeat )
{
m_fSongBeat = fSongBeat;
m_rectMarkerBar.Update( fDeltaTime );
}
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void NoteField::CreateTapNoteInstance( ColorNoteInstance &cni, const int iCol, const float fIndex, const D3DXCOLOR color )
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{
const float fYOffset = ArrowGetYOffset( m_PlayerOptions, fIndex, m_fSongBeat );
const float fYPos = ArrowGetYPos( m_PlayerOptions, fYOffset );
const float fRotation = ArrowGetRotation( m_PlayerOptions, iCol, fYOffset );
const float fXPos = ArrowGetXPos( m_PlayerOptions, iCol, fYOffset, m_fSongBeat );
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const float fAlpha = ArrowGetAlpha( m_PlayerOptions, fYPos );
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D3DXCOLOR colorLeading, colorTrailing; // of the color part. Alpha here be overwritten with fAlpha!
if( color.a == -1 ) // indicated "NULL"
m_ColorNote[iCol].GetEdgeColorsFromIndexAndBeat( roundf(fIndex), m_fSongBeat, m_PlayerOptions.m_ColorType, colorLeading, colorTrailing );
else
colorLeading = colorTrailing = color;
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float fAddAlpha = m_ColorNote[iCol].GetAddAlphaFromDiffuseAlpha( fAlpha );
if( m_fOverrideAdd != -1 )
fAddAlpha = m_fOverrideAdd;
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int iGrayPartFrameNo = m_ColorNote[iCol].GetGrayPartFrameNoFromIndexAndBeat( roundf(fIndex), m_fSongBeat );
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ColorNoteInstance instance = { fXPos, fYPos, fRotation, fAlpha, colorLeading, colorTrailing, fAddAlpha, iGrayPartFrameNo };
cni = instance;
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}
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void NoteField::CreateHoldNoteInstance( ColorNoteInstance &cni, const bool bActive, const float fIndex, const HoldNote &hn, const float fHoldNoteLife )
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{
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const int iCol = hn.m_iTrack;
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const float fYOffset = ArrowGetYOffset( m_PlayerOptions, fIndex, m_fSongBeat );
const float fYPos = ArrowGetYPos( m_PlayerOptions, fYOffset );
const float fRotation = ArrowGetRotation( m_PlayerOptions, iCol, fYOffset );
const float fXPos = ArrowGetXPos( m_PlayerOptions, iCol, fYOffset, m_fSongBeat );
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const float fAlpha = ArrowGetAlpha( m_PlayerOptions, fYPos );
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int iGrayPartFrameNo;
if( bActive && m_Mode == MODE_DANCING )
iGrayPartFrameNo = m_ColorNote[iCol].GetGrayPartFrameNoFull();
else
iGrayPartFrameNo = m_ColorNote[iCol].GetGrayPartFrameNoClear();
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const float fPercentIntoHold = (fIndex-hn.m_iStartIndex)/(hn.m_iEndIndex-hn.m_iStartIndex);
D3DXCOLOR colorLeading( fPercentIntoHold, 1, 0, 1 ); // color shifts from green to yellow
colorLeading *= fHoldNoteLife;
colorLeading.a = 1;
D3DXCOLOR colorTrailing = colorLeading;
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float fAddAlpha = m_ColorNote[iCol].GetAddAlphaFromDiffuseAlpha( fAlpha );
if( m_fOverrideAdd != -1 )
fAddAlpha = m_fOverrideAdd;
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ColorNoteInstance instance = { fXPos, fYPos, fRotation, fAlpha, colorLeading, colorTrailing, fAddAlpha, iGrayPartFrameNo };
cni = instance;
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}
void NoteField::DrawMeasureBar( const int iIndex, const int iMeasureNo )
{
const float fYOffset = ArrowGetYOffset( m_PlayerOptions, (float)iIndex, m_fSongBeat );
const float fYPos = ArrowGetYPos( m_PlayerOptions, fYOffset );
m_rectMeasureBar.SetXY( 0, fYPos );
m_rectMeasureBar.SetWidth( (float)(m_iNumTracks+1) * ARROW_SIZE );
m_rectMeasureBar.SetHeight( 20 );
m_rectMeasureBar.SetDiffuseColor( D3DXCOLOR(0,0,0,0.5f) );
m_rectMeasureBar.Draw();
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m_textMeasureNumber.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textMeasureNumber.SetAddColor( D3DXCOLOR(1,1,1,0) );
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m_textMeasureNumber.SetText( ssprintf("%d", iMeasureNo) );
m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 + 10, fYPos );
m_textMeasureNumber.Draw();
}
void NoteField::DrawMarkerBar( const int iIndex )
{
const float fYOffset = ArrowGetYOffset( m_PlayerOptions, (float)iIndex, m_fSongBeat );
const float fYPos = ArrowGetYPos( m_PlayerOptions, fYOffset );
m_rectMarkerBar.SetXY( 0, fYPos );
m_rectMarkerBar.SetWidth( (float)(m_iNumTracks+1) * ARROW_SIZE );
m_rectMarkerBar.SetHeight( 20 );
m_rectMarkerBar.SetDiffuseColor( D3DXCOLOR(0,0,0,0.5f) );
m_rectMarkerBar.Draw();
}
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void NoteField::DrawBPMText( const int iIndex, const float fBPM )
{
const float fYOffset = ArrowGetYOffset( m_PlayerOptions, (float)iIndex, m_fSongBeat );
const float fYPos = ArrowGetYPos( m_PlayerOptions, fYOffset );
m_textMeasureNumber.SetDiffuseColor( D3DXCOLOR(1,0,0,1) );
m_textMeasureNumber.SetAddColor( D3DXCOLOR(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) );
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 int iIndex, const float fSecs )
{
const float fYOffset = ArrowGetYOffset( m_PlayerOptions, (float)iIndex, m_fSongBeat );
const float fYPos = ArrowGetYPos( m_PlayerOptions, fYOffset );
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m_textMeasureNumber.SetDiffuseColor( D3DXCOLOR(0.8f,0.8f,0,1) );
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m_textMeasureNumber.SetAddColor( D3DXCOLOR(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) );
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();
}
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void NoteField::DrawPrimitives()
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{
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//LOG->WriteLine( "NoteField::DrawPrimitives()" );
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if( m_fSongBeat < 0 )
m_fSongBeat = 0;
int iBaseFrameNo = (int)(m_fSongBeat*2.5) % NUM_FRAMES_IN_COLOR_ARROW_SPRITE; // 2.5 is a "fudge number" :-) This should be based on BPM
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int iIndexFirstArrowToDraw = BeatToNoteRow( m_fSongBeat - m_fNumBeatsToDrawBehind ); // 2 beats earlier
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if( iIndexFirstArrowToDraw < 0 ) iIndexFirstArrowToDraw = 0;
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int iIndexLastArrowToDraw = BeatToNoteRow( m_fSongBeat + m_fNumBeatsToDrawAhead ); // 7 beats later
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//LOG->WriteLine( "Drawing elements %d through %d", iIndexFirstArrowToDraw, iIndexLastArrowToDraw );
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if( m_Mode == MODE_EDITING )
{
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//
// Draw measure bars
//
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for( int i=iIndexFirstArrowToDraw; i<=iIndexLastArrowToDraw; i++ )
{
if( i % ELEMENTS_PER_MEASURE == 0 )
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DrawMeasureBar( i, i / ELEMENTS_PER_MEASURE + 1 );
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}
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//
// BPM text
//
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CArray<BPMSegment,BPMSegment&> &aBPMSegments = GAMESTATE->m_pCurSong->m_BPMSegments;
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for( i=0; i<aBPMSegments.GetSize(); i++ )
{
DrawBPMText( BeatToNoteRow(aBPMSegments[i].m_fStartBeat), aBPMSegments[i].m_fBPM );
}
//
// Freeze text
//
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CArray<StopSegment,StopSegment&> &aStopSegments = GAMESTATE->m_pCurSong->m_StopSegments;
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for( i=0; i<aStopSegments.GetSize(); i++ )
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{
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DrawFreezeText( BeatToNoteRow(aStopSegments[i].m_fStartBeat), aStopSegments[i].m_fStopSeconds );
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}
//
// Draw marker bars
//
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if( m_fBeginMarker != -1 )
{
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DrawMarkerBar( BeatToNoteRow(m_fBeginMarker) );
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}
if( m_fEndMarker != -1 )
{
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DrawMarkerBar( BeatToNoteRow(m_fEndMarker) );
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}
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}
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//
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// Optimization is very important here because there are so many arrows to draw. We're going
// to draw the arrows in order of column. This will let us fill up a vertex buffer of arrows
// so we can draw them in one swoop without texture or state changes.
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//
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for( int c=0; c<m_iNumTracks; c++ ) // for each arrow column
{
const int MAX_COLOR_NOTE_INSTANCES = 300;
ColorNoteInstance instances[MAX_COLOR_NOTE_INSTANCES];
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int iCount = 0; // number of valid elements in the instances array
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/////////////////////////////////
// Draw all HoldNotes in this column (so that they appear under the tap notes)
/////////////////////////////////
for( int i=0; i<m_iNumHoldNotes; i++ )
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{
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HoldNote &hn = m_HoldNotes[i];
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const float fLife = m_HoldNoteLife[i];
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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( !( iIndexFirstArrowToDraw <= hn.m_iEndIndex && hn.m_iEndIndex <= iIndexLastArrowToDraw ||
iIndexFirstArrowToDraw <= hn.m_iStartIndex && hn.m_iStartIndex <= iIndexLastArrowToDraw ||
hn.m_iStartIndex < iIndexFirstArrowToDraw && hn.m_iEndIndex > iIndexLastArrowToDraw ) )
{
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continue; // skip
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}
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// If this note was in the past and has life > 0, then it was completed and don't draw it!
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if( hn.m_iEndIndex < BeatToNoteRow(m_fSongBeat) && fLife > 0 )
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continue; // skip
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const int iCol = hn.m_iTrack;
const float fHoldNoteLife = m_HoldNoteLife[i];
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const bool bActive = NoteRowToBeat(hn.m_iStartIndex-1) <= m_fSongBeat && m_fSongBeat <= NoteRowToBeat(hn.m_iEndIndex); // hack: added -1 because hn.m_iStartIndex changes as note is held
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// parts of the hold
const float fStartDrawingAtBeat = froundf( (float)hn.m_iStartIndex, ROWS_BETWEEN_HOLD_BITS );
for( float j=fStartDrawingAtBeat;
j<=hn.m_iEndIndex;
j+=ROWS_BETWEEN_HOLD_BITS/m_PlayerOptions.m_fArrowScrollSpeed ) // for each bit of the hold
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{
// check if this arrow is off the the screen
if( j < iIndexFirstArrowToDraw || iIndexLastArrowToDraw < j)
continue; // skip this arrow
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if( fLife > 0 && NoteRowToBeat(j) < m_fSongBeat )
continue;
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CreateHoldNoteInstance( instances[iCount++], bActive, (float)j, hn, fHoldNoteLife );
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}
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}
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const bool bDrawAddPass = m_PlayerOptions.m_AppearanceType != PlayerOptions::APPEARANCE_VISIBLE;
if( iCount > 0 )
m_ColorNote[c].DrawList( iCount, instances, bDrawAddPass );
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iCount = 0; // reset count
///////////////////////////////////
// Draw all TapNotes in this column
///////////////////////////////////
for( i=iIndexFirstArrowToDraw; i<=iIndexLastArrowToDraw; i++ ) // for each row
{
if( m_TapNotes[c][i] == '0' )
continue; // no note here
// See if there is a hold step that begins on this beat.
bool bHoldNoteOnThisBeat = false;
for( int j=0; j<m_iNumHoldNotes; j++ )
{
if( m_HoldNotes[j].m_iStartIndex == i )
{
bHoldNoteOnThisBeat = true;
break;
}
}
if( bHoldNoteOnThisBeat )
CreateTapNoteInstance( instances[iCount++], c, (float)i, D3DXCOLOR(0,1,0,1) );
else
CreateTapNoteInstance( instances[iCount++], c, (float)i );
}
if( iCount > 0 )
m_ColorNote[c].DrawList( iCount, instances, bDrawAddPass );
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}
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}
void NoteField::RemoveTapNoteRow( int iIndex )
{
for( int c=0; c<m_iNumTracks; c++ )
m_TapNotes[c][iIndex] = '0';
}
void NoteField::SetHoldNoteLife( int iIndex, float fLife )
{
m_HoldNoteLife[iIndex] = fLife;
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}