moved some things around in preparation for new game types
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@@ -27,15 +27,15 @@ void GhostArrowBright::SetBeat( const float fSongBeat )
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//SetState( fmodf(fSongBeat,1)<0.25 ? 1 : 0 );
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}
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void GhostArrowBright::Step( TapStepScore score )
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void GhostArrowBright::Step( TapNoteScore score )
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{
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switch( score )
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{
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case TSS_PERFECT: SetDiffuseColor( D3DXCOLOR(1.0f,1.0f,0.3f,1.0f) ); break; // yellow
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case TSS_GREAT: SetDiffuseColor( D3DXCOLOR(0.0f,1.0f,0.4f,1.0f) ); break; // green
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case TSS_GOOD: SetDiffuseColor( D3DXCOLOR(0.3f,0.8f,1.0f,1.0f) ); break;
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case TSS_BOO: SetDiffuseColor( D3DXCOLOR(0.8f,0.0f,0.6f,1.0f) ); break;
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case TSS_MISS: ASSERT( false ); break;
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case TNS_PERFECT: SetDiffuseColor( D3DXCOLOR(1.0f,1.0f,0.3f,1.0f) ); break; // yellow
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case TNS_GREAT: SetDiffuseColor( D3DXCOLOR(0.0f,1.0f,0.4f,1.0f) ); break; // green
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case TNS_GOOD: SetDiffuseColor( D3DXCOLOR(0.3f,0.8f,1.0f,1.0f) ); break;
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case TNS_BOO: SetDiffuseColor( D3DXCOLOR(0.8f,0.0f,0.6f,1.0f) ); break;
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case TNS_MISS: ASSERT( false ); break;
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}
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SetState( 0 );
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SetZoom( 1.2f );
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