cleanup, consolidate indexing by PlayerNumber
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@@ -76,10 +76,7 @@ void GhostArrowRow::DrawPrimitives()
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{
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for( unsigned c=0; c<m_Ghost.size(); c++ )
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{
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// TODO: Remove indexing by PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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NoteFieldMode::BeginDrawTrack( pn, c );
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NoteFieldMode::BeginDrawTrack( m_pPlayerState, c );
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m_Ghost[c]->Draw();
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NoteFieldMode::EndDrawTrack( c );
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}
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@@ -670,9 +670,7 @@ void NoteField::DrawPrimitives()
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for( int c=0; c<m_pNoteData->GetNumTracks(); c++ ) // for each arrow column
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{
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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NoteFieldMode::BeginDrawTrack( pn, c );
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NoteFieldMode::BeginDrawTrack( m_pPlayerState, c );
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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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@@ -5,8 +5,9 @@
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#include "RageLog.h"
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#include "GameState.h"
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#include "Style.h"
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#include "PlayerState.h"
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void NoteFieldMode::BeginDrawTrack( PlayerNumber pn, int iTrack )
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void NoteFieldMode::BeginDrawTrack( const PlayerState* pPlayerState, int iTrack )
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{
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DISPLAY->CameraPushMatrix();
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@@ -15,7 +16,8 @@ void NoteFieldMode::BeginDrawTrack( PlayerNumber pn, int iTrack )
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DISPLAY->PushMatrix();
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const Style *s = GAMESTATE->GetCurrentStyle();
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const float fPixelXOffsetFromCenter = s->m_ColumnInfo[pn][iTrack].fXOffset;
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// TODO: Remove indexing by PlayerNumber.
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float fPixelXOffsetFromCenter = s->m_ColumnInfo[pPlayerState->m_PlayerNumber][iTrack].fXOffset;
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DISPLAY->Translate( fPixelXOffsetFromCenter, 0, 0 );
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}
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@@ -3,9 +3,10 @@
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#include "PlayerNumber.h"
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class PlayerState;
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namespace NoteFieldMode
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{
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void BeginDrawTrack( PlayerNumber pn, int iTrack );
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void BeginDrawTrack( const PlayerState* pPlayerState, int iTrack );
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void EndDrawTrack( int iTrack );
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};
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@@ -857,12 +857,9 @@ void Player::DrawHoldJudgments()
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if( m_pPlayerState->m_PlayerOptions.m_fBlind > 0 )
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return;
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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for( int c=0; c<m_NoteData.GetNumTracks(); c++ )
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{
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NoteFieldMode::BeginDrawTrack( pn, c );
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NoteFieldMode::BeginDrawTrack( m_pPlayerState, c );
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m_vHoldJudgment[c]->Draw();
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