simplify TapAttack storage:
store attack info in TapNote in the SMNoteData string, store the attack params inline (like with keysounds) play keysounds when hit still doesn't play keysounds on a miss still doesn't play autoKeysounds
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@@ -26,8 +26,6 @@ class NoteData
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vector<HoldNote> m_HoldNotes;
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map<unsigned,Attack> m_AttackMap;
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/* Pad m_TapNotes so it includes the row "rows". */
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void PadTapNotes(int rows);
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@@ -44,10 +42,6 @@ public:
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int GetNumTracks() const;
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void SetNumTracks( int iNewNumTracks );
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// TODO: Think of better accessors
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const map<unsigned,Attack>& GetAttackMap() const { return m_AttackMap; }
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map<unsigned,Attack>& GetAttackMap() { return m_AttackMap; }
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/* Return the note at the given track and row. Row may be out of
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* range; pretend the song goes on with TAP_EMPTYs indefinitely. */
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inline TapNote GetTapNote(unsigned track, int row) const
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@@ -74,8 +68,8 @@ public:
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bool GetNextTapNoteRowForTrack( int track, int &rowInOut ) const;
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bool GetNextTapNoteRowForAllTracks( int &rowInOut ) const;
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void MoveTapNoteTrack(int dest, int src);
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void SetTapNote(int track, int row, TapNote t);
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void MoveTapNoteTrack( int dest, int src );
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void SetTapNote( int track, int row, TapNote tn );
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void ClearRange( int iNoteIndexBegin, int iNoteIndexEnd );
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void ClearAll();
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@@ -112,10 +106,8 @@ public:
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const HoldNote &GetHoldNote( int index ) const { ASSERT( index < (int) m_HoldNotes.size() ); return m_HoldNotes[index]; }
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int GetMatchingHoldNote( const HoldNote &hn ) const;
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void SetTapAttackNote( int track, int row, Attack attack );
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void PruneUnusedAttacksFromMap(); // slow
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const Attack& GetAttackAt( int track, int row );
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// remove Attacks with SetTapNote(TAP_EMPTY)
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// remove me
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void SetTapAttackNote( int track, int row, CString sModifiers, float fDurationSeconds );
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//
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// statistics
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