remove unused parameter
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@@ -26,13 +26,13 @@ GhostArrow::GhostArrow()
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}
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}
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void GhostArrow::Load( CString sNoteSkin, CString sButton, CString sElement, bool bLoadJustOne )
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void GhostArrow::Load( CString sNoteSkin, CString sButton, CString sElement )
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{
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for( int i=0; i<NUM_TAP_NOTE_SCORES; i++ )
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{
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CString sJudge = TapNoteScoreToString( (TapNoteScore)i );
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CString sFullElement = bLoadJustOne ? sElement : sElement + " " + sJudge;
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CString sFullElement = sElement + " " + sJudge;
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// HACK: for backward noteskin compatibility
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CString sPath = NOTESKIN->GetPathToFromNoteSkinAndButton(sNoteSkin, sButton, sFullElement, true); // optional
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@@ -22,7 +22,7 @@ class GhostArrow : public ActorFrame
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public:
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GhostArrow();
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void Load( CString sNoteSkin, CString sButton, CString sFile, bool bLoadJustOne );
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void Load( CString sNoteSkin, CString sButton, CString sFile );
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virtual void Init( PlayerNumber pn );
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virtual void Update( float fDeltaTime );
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@@ -50,8 +50,8 @@ void GhostArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffs
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m_GhostBright[c].Init( pn );
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//m_HoldGhost[c].Init( pn );
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m_GhostDim[c].Load( NoteSkin, Button, "tap explosion dim", false);
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m_GhostBright[c].Load( NoteSkin, Button, "tap explosion bright", false );
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m_GhostDim[c].Load( NoteSkin, Button, "tap explosion dim" );
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m_GhostBright[c].Load( NoteSkin, Button, "tap explosion bright" );
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m_HoldGhost[c].Load( NoteSkin, Button, "hold explosion" );
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}
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}
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