Remove global "using namespace std;" declarations, use "std::" prefixes on all std elements
Fix whitespace changes
This commit is contained in:
committed by
Martin Natano
parent
f0680a29fc
commit
0cba3579de
+24
-24
@@ -192,14 +192,14 @@ struct NoteResource
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Actor *m_pActor; // todo: AutoActor me? -aj
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};
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static map<NoteSkinAndPath, NoteResource *> g_NoteResource;
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static std::map<NoteSkinAndPath, NoteResource *> g_NoteResource;
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static NoteResource *MakeNoteResource( const RString &sButton, const RString &sElement, PlayerNumber pn, GameController gc, bool bSpriteOnly )
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{
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RString sElementAndType = ssprintf( "%s, %s", sButton.c_str(), sElement.c_str() );
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NoteSkinAndPath nsap( NOTESKIN->GetCurrentNoteSkin(), sElementAndType, pn, gc );
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map<NoteSkinAndPath, NoteResource *>::iterator it = g_NoteResource.find( nsap );
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std::map<NoteSkinAndPath, NoteResource *>::iterator it = g_NoteResource.find( nsap );
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if( it == g_NoteResource.end() )
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{
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NoteResource *pRes = new NoteResource( nsap );
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@@ -421,7 +421,7 @@ void NoteDisplay::Load( int iColNum, const PlayerState* pPlayerState, float fYRe
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m_fYReverseOffsetPixels = fYReverseOffsetPixels;
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const PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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vector<GameInput> GameI;
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std::vector<GameInput> GameI;
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GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber)->StyleInputToGameInput( iColNum, pn, GameI );
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const RString &sButton = GAMESTATE->GetCurrentStyle(pPlayerState->m_PlayerNumber)->ColToButtonName( iColNum );
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@@ -473,10 +473,10 @@ bool NoteDisplay::IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTarge
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bool NoteDisplay::DrawHoldsInRange(const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args,
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const vector<NoteData::TrackMap::const_iterator>& tap_set)
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const std::vector<NoteData::TrackMap::const_iterator>& tap_set)
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{
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bool any_upcoming = false;
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for(vector<NoteData::TrackMap::const_iterator>::const_iterator tapit=
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for(std::vector<NoteData::TrackMap::const_iterator>::const_iterator tapit=
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tap_set.begin(); tapit != tap_set.end(); ++tapit)
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{
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const TapNote& tn= (*tapit)->second;
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@@ -539,7 +539,7 @@ bool NoteDisplay::DrawHoldsInRange(const NoteFieldRenderArgs& field_args,
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bool NoteDisplay::DrawTapsInRange(const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args,
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const vector<NoteData::TrackMap::const_iterator>& tap_set)
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const std::vector<NoteData::TrackMap::const_iterator>& tap_set)
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{
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bool any_upcoming= false;
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@@ -651,7 +651,7 @@ void NoteDisplay::Update( float fDeltaTime )
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{
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/* This function is static: it's called once per game loop, not once per
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* NoteDisplay. Update each cached item exactly once. */
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map<NoteSkinAndPath, NoteResource *>::iterator it;
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std::map<NoteSkinAndPath, NoteResource *>::iterator it;
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for( it = g_NoteResource.begin(); it != g_NoteResource.end(); ++it )
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{
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NoteResource *pRes = it->second;
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@@ -752,7 +752,7 @@ enum hold_part_type
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hpt_bottom,
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};
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void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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void NoteDisplay::DrawHoldPart(std::vector<Sprite*> &vpSpr,
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const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args,
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const draw_hold_part_args& part_args, bool glow, int part_type)
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@@ -765,7 +765,7 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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// draw manually in small segments
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RectF rect = *pSprite->GetCurrentTextureCoordRect();
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if(part_args.flip_texture_vertically)
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swap(rect.top, rect.bottom);
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std::swap(rect.top, rect.bottom);
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const float fFrameWidth = pSprite->GetUnzoomedWidth();
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const float unzoomed_frame_height= pSprite->GetUnzoomedHeight();
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@@ -773,12 +773,12 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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* very long, don't process or draw the part outside of the range. Don't change
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* part_args.y_top or part_args.y_bottom; they need to be left alone to calculate texture coordinates. */
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// If hold body, draw texture to the outside screen.(fix by A.C)
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float y_start_pos = (part_type == hpt_body) ? part_args.y_top : max(part_args.y_top, part_args.y_start_pos);
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float y_start_pos = (part_type == hpt_body) ? part_args.y_top : std::max(part_args.y_top, part_args.y_start_pos);
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if (part_args.y_top < part_args.y_start_pos - unzoomed_frame_height)
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{
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y_start_pos = fmod((y_start_pos - part_args.y_start_pos), unzoomed_frame_height) + part_args.y_start_pos;
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}
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float y_end_pos = min(part_args.y_bottom, part_args.y_end_pos);
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float y_end_pos = std::min(part_args.y_bottom, part_args.y_end_pos);
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const float color_scale= glow ? 1 : part_args.color_scale;
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if(part_type == hpt_body)
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{
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@@ -1051,8 +1051,8 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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}
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}
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void NoteDisplay::DrawHoldBodyInternal(vector<Sprite*>& sprite_top,
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vector<Sprite*>& sprite_body, vector<Sprite*>& sprite_bottom,
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void NoteDisplay::DrawHoldBodyInternal(std::vector<Sprite*>& sprite_top,
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std::vector<Sprite*>& sprite_body, std::vector<Sprite*>& sprite_bottom,
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const NoteFieldRenderArgs& field_args,
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const NoteColumnRenderArgs& column_args,
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draw_hold_part_args& part_args,
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@@ -1093,15 +1093,15 @@ void NoteDisplay::DrawHoldBody(const TapNote& tn,
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part_args.percent_fade_to_fail= percent_fade_to_fail;
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part_args.color_scale= color_scale;
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part_args.overlapped_time= tn.HoldResult.fOverlappedTime;
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vector<Sprite*> vpSprTop;
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std::vector<Sprite*> vpSprTop;
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Sprite *pSpriteTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, beat, tn.subType == TapNoteSubType_Roll, being_held && !cache->m_bHoldActiveIsAddLayer );
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vpSprTop.push_back( pSpriteTop );
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vector<Sprite*> vpSprBody;
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std::vector<Sprite*> vpSprBody;
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Sprite *pSpriteBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, beat, tn.subType == TapNoteSubType_Roll, being_held && !cache->m_bHoldActiveIsAddLayer );
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vpSprBody.push_back( pSpriteBody );
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vector<Sprite*> vpSprBottom;
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std::vector<Sprite*> vpSprBottom;
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Sprite *pSpriteBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, beat, tn.subType == TapNoteSubType_Roll, being_held && !cache->m_bHoldActiveIsAddLayer );
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vpSprBottom.push_back( pSpriteBottom );
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@@ -1119,8 +1119,8 @@ void NoteDisplay::DrawHoldBody(const TapNote& tn,
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part_args.flip_texture_vertically = reverse && cache->m_bFlipHoldBodyWhenReverse;
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if(part_args.flip_texture_vertically)
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{
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swap( vpSprTop, vpSprBottom );
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swap( pSpriteTop, pSpriteBottom );
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std::swap( vpSprTop, vpSprBottom );
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std::swap( pSpriteTop, pSpriteBottom );
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}
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const bool bWavyPartsNeedZBuffer = ArrowEffects::NeedZBuffer();
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@@ -1151,7 +1151,7 @@ void NoteDisplay::DrawHoldBody(const TapNote& tn,
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field_args.draw_pixels_before_targets, m_fYReverseOffsetPixels);
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if(reverse)
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{
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swap(part_args.y_start_pos, part_args.y_end_pos);
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std::swap(part_args.y_start_pos, part_args.y_end_pos);
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}
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// So that part_args.y_start_pos can be changed when drawing the bottom.
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const float original_y_start_pos= part_args.y_start_pos;
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@@ -1189,7 +1189,7 @@ void NoteDisplay::DrawHold(const TapNote& tn,
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// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
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bool bReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(column_args.column) > 0.5f;
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float fStartBeat = NoteRowToBeat( max(tn.HoldResult.iLastHeldRow, iRow) );
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float fStartBeat = NoteRowToBeat( std::max(tn.HoldResult.iLastHeldRow, iRow) );
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float fThrowAway = 0;
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// HACK: If life > 0, don't set YOffset to 0 so that it doesn't jiggle around the receptor.
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@@ -1213,7 +1213,7 @@ void NoteDisplay::DrawHold(const TapNote& tn,
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// Swap in reverse, so fStartYOffset is always the offset higher on the screen.
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if( bReverse )
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swap( fStartYOffset, fEndYOffset );
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std::swap( fStartYOffset, fEndYOffset );
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const float fYHead= ArrowEffects::GetYPos(m_pPlayerState, column_args.column, fStartYOffset, m_fYReverseOffsetPixels);
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const float fYTail= ArrowEffects::GetYPos(m_pPlayerState, column_args.column, fEndYOffset, m_fYReverseOffsetPixels);
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@@ -1349,7 +1349,7 @@ void NoteDisplay::DrawActor(const TapNote& tn, Actor* pActor, NotePart part,
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{
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case NoteColorType_Denominator:
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color = float( BeatToNoteType( fBeat ) );
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color = clamp( color, 0, (cache->m_iNoteColorCount[part]-1) );
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color = clamp( color, 0.0f, (float) (cache->m_iNoteColorCount[part]-1) );
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break;
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case NoteColorType_Progress:
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color = fmodf( ceilf( fBeat * cache->m_iNoteColorCount[part] ), (float)cache->m_iNoteColorCount[part] );
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@@ -1545,8 +1545,8 @@ void NoteColumnRenderer::DrawPrimitives()
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// lists to the displays to draw.
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// The vector in the NUM_PlayerNumber slot should stay empty, not worth
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// optimizing it out. -Kyz
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vector<vector<NoteData::TrackMap::const_iterator> > holds(PLAYER_INVALID+1);
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vector<vector<NoteData::TrackMap::const_iterator> > taps(PLAYER_INVALID+1);
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std::vector<std::vector<NoteData::TrackMap::const_iterator> > holds(PLAYER_INVALID+1);
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std::vector<std::vector<NoteData::TrackMap::const_iterator> > taps(PLAYER_INVALID+1);
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NoteData::TrackMap::const_iterator begin, end;
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m_field_render_args->note_data->GetTapNoteRangeInclusive(m_column,
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m_field_render_args->first_row, m_field_render_args->last_row+1, begin, end);
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