moved some things around in preparation for new game types
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@@ -43,21 +43,21 @@ void HoldJudgement::RenderPrimitives()
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}
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}
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void HoldJudgement::SetHoldJudgement( HoldStepResult result )
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void HoldJudgement::SetHoldJudgement( HoldNoteResult result )
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{
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//RageLog( "Judgement::SetJudgement()" );
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switch( result )
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{
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case HSR_NONE: m_sprJudgement.SetState( 0 ); break;
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case HSR_OK: m_sprJudgement.SetState( 7 ); break;
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case HSR_NG: m_sprJudgement.SetState( 8 ); break;
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case HNR_NONE: m_sprJudgement.SetState( 0 ); break;
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case HNR_OK: m_sprJudgement.SetState( 7 ); break;
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case HNR_NG: m_sprJudgement.SetState( 8 ); break;
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default: ASSERT( false );
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}
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m_fDisplayCountdown = JUDGEMENT_DISPLAY_TIME;
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if( result == HSR_NG )
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if( result == HNR_NG )
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{
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// falling down
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m_sprJudgement.SetY( -10 );
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@@ -65,7 +65,7 @@ void HoldJudgement::SetHoldJudgement( HoldStepResult result )
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m_sprJudgement.BeginTweening( JUDGEMENT_DISPLAY_TIME );
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m_sprJudgement.SetTweenY( 10 );
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}
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else if( result == HSR_OK )
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else if( result == HNR_OK )
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{
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// zooming out
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m_sprJudgement.SetZoom( 1.5f );
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