attempting to clean up Player::Step. This just shifts the stuff to
ScreenGameplay::Update, but at least it keeps this logic out of Player ...
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@@ -1458,7 +1458,27 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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DancingCharacters *pCharacter = m_Background.GetDancingCharacters();
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if( pCharacter != NULL )
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pCharacter->Change2DAnimState( p, m_Player[p].GetDancingCharacterState() );
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{
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TapNoteScore tns = m_Player[p].GetLastTapNoteScore();
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ANIM_STATES_2D StateMap[NUM_TAP_NOTE_SCORES] =
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{
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AS2D_MISS, /* TNS_NONE (shouldn't happen) */
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AS2D_MISS, /* TNS_HIT_MINE (shouldn't happen) */
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AS2D_MISS, /* TNS_MISS */
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AS2D_MISS, /* TNS_BOO */
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AS2D_GOOD, /* TNS_GOOD */
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AS2D_GOOD, /* TNS_GREAT */
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AS2D_GREAT, /* TNS_PERFECT */
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AS2D_GREAT /* TNS_MARVELOUS */
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};
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ANIM_STATES_2D state = StateMap[tns];
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if( state == AS2D_GREAT && m_pLifeMeter[p] && m_pLifeMeter[p]->GetLife() == 1.0f ) // full life
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state = AS2D_FEVER;
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pCharacter->Change2DAnimState( p, state );
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}
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}
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//
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