cleanup
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@@ -672,11 +672,6 @@ bool BGAnimationLayer::EarlyAbortDraw()
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return false;
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}
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void BGAnimationLayer::DrawPrimitives()
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{
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ActorFrame::DrawPrimitives();
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}
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/*
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* (c) 2001-2004 Ben Nordstrom, Chris Danford, Glenn Maynard
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@@ -21,7 +21,6 @@ public:
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void LoadFromNode( const CString& sDir, const XNode* pNode );
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void UpdateInternal( float fDeltaTime );
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void DrawPrimitives();
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bool EarlyAbortDraw();
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float GetMaxTweenTimeLeft() const;
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@@ -227,11 +227,6 @@ void BPMDisplay::SetVarious()
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m_textBPM.SetText( "Various" );
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}
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void BPMDisplay::DrawPrimitives()
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{
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ActorFrame::DrawPrimitives();
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}
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/*
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* (c) 2001-2002 Chris Danford
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* All rights reserved.
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@@ -19,7 +19,7 @@ public:
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BPMDisplay();
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void Load();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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void SetBpmFromSong( const Song* pSong );
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void SetBpmFromCourse( const Course* pCourse );
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void SetConstantBpm( float fBPM );
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@@ -64,11 +64,6 @@ void OptionIcon::Set( PlayerNumber pn, const CString &_sText, bool bHeader )
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m_text.CropToWidth( TEXT_WIDTH );
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}
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void OptionIcon::DrawPrimitives()
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{
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ActorFrame::DrawPrimitives();
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}
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/*
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* (c) 2002-2004 Chris Danford
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* All rights reserved.
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@@ -15,7 +15,6 @@ public:
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OptionIcon();
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void Load( CString sType );
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void Set( PlayerNumber pn, const CString &sText, bool bHeader = false );
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void DrawPrimitives();
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protected:
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BitmapText m_text;
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@@ -28,7 +28,7 @@ struct OptionColumnEntry
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int iSlotIndex;
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};
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const OptionColumnEntry g_OptionColumnEntries[] =
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static const OptionColumnEntry g_OptionColumnEntries[] =
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{
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{"Boost", 0},
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{"Brake", 0},
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@@ -132,11 +132,6 @@ void OptionIconRow::Refresh()
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m_OptionIcon[i].Set( m_PlayerNumber, asTabs[i-1], false );
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}
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void OptionIconRow::DrawPrimitives()
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{
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ActorFrame::DrawPrimitives();
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}
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/*
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* (c) 2002-2004 Chris Danford
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* All rights reserved.
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@@ -19,7 +19,6 @@ public:
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void Load( PlayerNumber pn );
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void Refresh();
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virtual void DrawPrimitives();
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protected:
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PlayerNumber m_PlayerNumber;
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@@ -148,33 +148,13 @@ void WheelBase::SetItemPosition( Actor &item, float fPosOffsetsFromMiddle )
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void WheelBase::DrawPrimitives()
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{
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if( USE_3D )
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{
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// DISPLAY->PushMatrix();
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// DISPLAY->EnterPerspective(45, false); //Not needed for 3D
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// construct view and project matrix
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// RageVector3 Up( 0.0f, 1.0f, 0.0f );
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// RageVector3 Eye( SCREEN_CENTER_X, SCREEN_CENTER_Y, 550 );
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// RageVector3 At( SCREEN_CENTER_X, SCREEN_CENTER_Y, 0 );
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// DISPLAY->LoadLookAt(60, Eye, At, Up); //Changed from DISPLAY->LookAt(Eye, At, Up)
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}
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// draw outside->inside
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for( int i=0; i<NUM_WHEEL_ITEMS/2; i++ )
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DrawItem( i );
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for( int i=NUM_WHEEL_ITEMS-1; i>=NUM_WHEEL_ITEMS/2; i-- )
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DrawItem( i );
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ActorFrame::DrawPrimitives();
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if( USE_3D )
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{
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// DISPLAY->ExitPerspective(); //Not needed?
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// DISPLAY->PopMatrix();
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}
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}
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