cleanup
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@@ -25,7 +25,7 @@ LUA_REGISTER_CLASS( Actor )
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float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat;
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static float g_bCabinetLights[NUM_CABINET_LIGHTS];
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static float g_fCabinetLights[NUM_CABINET_LIGHTS];
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void Actor::SetBGMTime( float fTime, float fBeat )
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{
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@@ -33,9 +33,10 @@ void Actor::SetBGMTime( float fTime, float fBeat )
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g_fCurrentBGMBeat = fBeat;
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}
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void Actor::SetBGMLights( const float *bCabinetLights )
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void Actor::SetBGMLight( int iLightNumber, float fCabinetLights )
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{
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memcpy( g_bCabinetLights, bCabinetLights, sizeof(float) * NUM_CABINET_LIGHTS );
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ASSERT( iLightNumber < NUM_CABINET_LIGHTS );
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g_fCabinetLights[iLightNumber] = fCabinetLights;
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}
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/* This is Reset instead of Init since many derived classes have Init() functions
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@@ -493,8 +494,8 @@ void Actor::Update( float fDeltaTime )
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if( m_EffectClock >= CLOCK_LIGHT_1 && m_EffectClock <= CLOCK_LIGHT_LAST )
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{
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int i = m_EffectClock - CLOCK_LIGHT_1;
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m_fEffectDelta = g_bCabinetLights[i] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_bCabinetLights[i];
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m_fEffectDelta = g_fCabinetLights[i] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_fCabinetLights[i];
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}
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break;
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}
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@@ -32,7 +32,7 @@ public:
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void LoadFromNode( const CString& sDir, const XNode* pNode );
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static void SetBGMTime( float fTime, float fBeat );
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static void SetBGMLights( const float *abCabinetLights );
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static void SetBGMLight( int iLightNumber, float fCabinetLights );
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enum TweenType {
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TWEEN_LINEAR,
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