remove m_HoldGhost; implement in "tap explosion"
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@@ -28,10 +28,6 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOffset
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{
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const CString &sButton = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
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m_HoldGhost.push_back( new HoldGhostArrow );
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m_HoldGhost[c]->SetName( "HoldGhostArrow" );
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m_HoldGhost[c]->Load( sButton, "hold explosion" );
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m_bHoldIsActive.push_back( false );
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m_bHoldWasActive.push_back( false );
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@@ -43,10 +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( 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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}
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}
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@@ -55,24 +48,17 @@ void GhostArrowRow::Update( float fDeltaTime )
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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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const float fX = ArrowEffects::GetXPos( m_pPlayerState, c, 0 );
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const float fY = ArrowEffects::GetYPos( m_pPlayerState, c, 0, m_fYReverseOffsetPixels );
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const float fZ = ArrowEffects::GetZPos( m_pPlayerState, c, 0 );
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m_Ghost[c]->SetX( fX );
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m_HoldGhost[c]->SetX( fX );
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m_Ghost[c]->SetY( fY );
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m_HoldGhost[c]->SetY( fY );
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m_Ghost[c]->SetZ( fZ );
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m_HoldGhost[c]->SetZ( fZ );
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const float fZoom = ArrowEffects::GetZoom( m_pPlayerState );
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m_Ghost[c]->SetZoom( fZoom );
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m_HoldGhost[c]->SetZoom( fZoom );
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}
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for( unsigned i = 0; i < m_bHoldIsActive.size(); ++i )
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@@ -94,10 +80,7 @@ void GhostArrowRow::DrawPrimitives()
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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NoteFieldMode::BeginDrawTrack( pn, c );
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m_Ghost[c]->Draw();
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m_HoldGhost[c]->Draw();
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NoteFieldMode::EndDrawTrack( c );
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}
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}
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@@ -131,8 +114,6 @@ 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 < (int) m_Ghost.size() );
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m_HoldGhost[iCol]->SetHoldIsActive( true );
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m_bHoldIsActive[iCol] = true;
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}
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@@ -4,7 +4,6 @@
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#define GHOSTARROWROW_H
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#include "ActorFrame.h"
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#include "HoldGhostArrow.h"
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#include "GameConstantsAndTypes.h"
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class PlayerState;
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@@ -28,7 +27,6 @@ protected:
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const PlayerState* m_pPlayerState;
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vector<Actor *> m_Ghost;
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vector<HoldGhostArrow *> m_HoldGhost;
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vector<bool> m_bHoldIsActive;
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vector<bool> m_bHoldWasActive;
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};
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