eliminate m_iNumCols
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@@ -14,7 +14,6 @@
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GhostArrowRow::GhostArrowRow()
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{
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m_iNumCols = 0;
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}
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void GhostArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset )
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@@ -24,10 +23,8 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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m_iNumCols = pStyle->m_iColsPerPlayer;
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// init arrows
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for( int c=0; c<m_iNumCols; c++ )
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for( int c=0; c<pStyle->m_iColsPerPlayer; c++ )
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{
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const CString &sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
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@@ -42,7 +39,7 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset
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GhostArrowRow::~GhostArrowRow()
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{
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for( int i = 0; i < m_iNumCols; ++i )
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for( unsigned i = 0; i < m_Ghost.size(); ++i )
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{
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delete m_Ghost[i];
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delete m_HoldGhost[i];
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@@ -52,7 +49,7 @@ GhostArrowRow::~GhostArrowRow()
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void GhostArrowRow::Update( float fDeltaTime )
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{
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for( int c=0; c<m_iNumCols; c++ )
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for( unsigned c=0; c<m_Ghost.size(); c++ )
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{
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m_Ghost[c]->Update( fDeltaTime );
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m_HoldGhost[c]->Update( fDeltaTime );
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@@ -78,7 +75,7 @@ void GhostArrowRow::Update( float fDeltaTime )
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void GhostArrowRow::DrawPrimitives()
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{
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for( int c=0; c<m_iNumCols; c++ )
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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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@@ -95,7 +92,7 @@ void GhostArrowRow::DrawPrimitives()
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void GhostArrowRow::DidTapNote( int iCol, TapNoteScore tns, bool bBright )
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{
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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ASSERT( iCol >= 0 && iCol < (int) m_Ghost.size() );
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m_Ghost[iCol]->PlayCommand( "Judgment" );
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if( bBright )
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@@ -108,7 +105,7 @@ void GhostArrowRow::DidTapNote( int iCol, TapNoteScore tns, bool bBright )
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void GhostArrowRow::DidHoldNote( int iCol, HoldNoteScore hns, bool bBright )
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{
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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ASSERT( iCol >= 0 && iCol < (int) m_Ghost.size() );
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m_Ghost[iCol]->PlayCommand( "Judgment" );
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if( bBright )
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m_Ghost[iCol]->PlayCommand( "Bright" );
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@@ -120,7 +117,7 @@ void GhostArrowRow::DidHoldNote( int iCol, HoldNoteScore hns, bool bBright )
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void GhostArrowRow::SetHoldIsActive( int iCol )
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{
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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ASSERT( iCol >= 0 && iCol < (int) m_Ghost.size() );
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m_HoldGhost[iCol]->SetHoldIsActive( true );
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}
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@@ -24,7 +24,6 @@ public:
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void SetHoldIsActive( int iCol );
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protected:
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int m_iNumCols;
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float m_fYReverseOffsetPixels;
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const PlayerState* m_pPlayerState;
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