Cleanup; start aligning this with BeginnerHelper so we can merge some
duplicate code.
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@@ -151,7 +151,7 @@ ScreenHowToPlay::~ScreenHowToPlay()
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delete m_pPlayer;
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}
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void ScreenHowToPlay::Step( float fDelta )
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void ScreenHowToPlay::Step()
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{
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#define ST_LEFT 0x08
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#define ST_DOWN 0x04
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@@ -160,13 +160,11 @@ void ScreenHowToPlay::Step( float fDelta )
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#define ST_JUMPLR (ST_LEFT | ST_RIGHT)
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#define ST_JUMPUD (ST_UP | ST_DOWN)
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float rate = 1; //GAMESTATE->m_fCurBPS;
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int iStep = 0;
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int iNoteRow = BeatToNoteRowNotRounded( GAMESTATE->m_fSongBeat + 0.6f );
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int iNumTracks = m_NoteData.GetNumTracks();
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// if we want to miss from here on out, don't process steps.
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if((m_iPerfects < m_iNumPerfects) && (m_NoteData.IsThereATapAtRow( iNoteRow )))
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if( m_iPerfects < m_iNumPerfects && m_NoteData.IsThereATapAtRow( iNoteRow ) )
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{
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for( int k=0; k<iNumTracks; k++ )
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if( m_NoteData.GetTapNote(k, iNoteRow ) == TAP_TAP )
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@@ -192,12 +190,6 @@ void ScreenHowToPlay::Step( float fDelta )
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break;
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}
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}
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// if we want to freeze, freeze.
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if( GAMESTATE->m_bFreeze )
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rate = 0;
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m_pmCharacter->Update( fDelta * rate );
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}
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void ScreenHowToPlay::Update( float fDelta )
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@@ -230,7 +222,9 @@ void ScreenHowToPlay::Update( float fDelta )
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if ( m_pmCharacter )
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{
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Step( fDelta );
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Step();
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if( !GAMESTATE->m_bFreeze )
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m_pmCharacter->Update( fDelta );
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}
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}
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