use ActorFrame::AddChild
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@@ -2,10 +2,8 @@
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#include "ReceptorArrowRow.h"
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#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "ArrowEffects.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "NoteFieldPositioning.h"
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#include "PlayerState.h"
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#include "Style.h"
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@@ -32,15 +30,16 @@ void ReceptorArrowRow::Load( const PlayerState* pPlayerState, float fYReverseOff
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{
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m_ReceptorArrow[c].SetName( "ReceptorArrow" );
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m_ReceptorArrow[c].Load( m_pPlayerState, c );
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this->AddChild( &m_ReceptorArrow[c] );
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}
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}
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void ReceptorArrowRow::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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for( int c=0; c<m_iNumCols; c++ )
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{
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m_ReceptorArrow[c].Update( fDeltaTime );
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// m_fDark==1 or m_fFadeToFailPercent==1 should make fBaseAlpha==0
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float fBaseAlpha = (1 - m_pPlayerState->m_CurrentPlayerOptions.m_fDark) * (1 - m_fFadeToFailPercent);
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CLAMP( fBaseAlpha, 0.0f, 1.0f );
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