Broke noteskin colors into " Tap.colors" and " Hold.colors"
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@@ -802,16 +802,6 @@ void GameManager::SwitchNoteSkin( CString sNewNoteSkin )
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m_sCurNoteSkin = sNewNoteSkin;
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}
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CString GameManager::GetPathTo( Game g, CString sSkinName, CString sButtonName, const SkinElement gbg )
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{
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return GetGameDefForGame(g)->GetPathToGraphic( sSkinName, sButtonName, gbg );
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}
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void GameManager::GetTweenColors( Game g, CString sSkinName, CString sButtonName, CArray<D3DXCOLOR,D3DXCOLOR> &aTweenColorsAddTo )
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{
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GetGameDefForGame(g)->GetTweenColors( sSkinName, sButtonName, aTweenColorsAddTo );
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}
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CString GameManager::GetPathTo( const int col, const SkinElement gbg ) // looks in GAMESTATE for the current Style
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{
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StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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@@ -823,7 +813,7 @@ CString GameManager::GetPathTo( const int col, const SkinElement gbg ) // looks
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return pGameDef->GetPathToGraphic( m_sCurNoteSkin, sButtonName, gbg );
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}
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void GameManager::GetTweenColors( const int col, CArray<D3DXCOLOR,D3DXCOLOR> &aTweenColorsAddTo ) // looks in GAMESTATE for the current Style
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void GameManager::GetTapTweenColors( const int col, CArray<D3DXCOLOR,D3DXCOLOR> &aTapTweenColorsAddTo ) // looks in GAMESTATE for the current Style
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{
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ASSERT( m_sCurNoteSkin != "" ); // if this == NULL, SwitchGame() was never called
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@@ -833,5 +823,18 @@ void GameManager::GetTweenColors( const int col, CArray<D3DXCOLOR,D3DXCOLOR> &aT
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StyleInput SI( PLAYER_1, col );
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GameInput GI = pStyleDef->StyleInputToGameInput( SI );
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CString sButtonName = pGameDef->m_szButtonNames[GI.button];
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pGameDef->GetTweenColors( m_sCurNoteSkin, sButtonName, aTweenColorsAddTo );
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pGameDef->GetTapTweenColors( m_sCurNoteSkin, sButtonName, aTapTweenColorsAddTo );
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}
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void GameManager::GetHoldTweenColors( const int col, CArray<D3DXCOLOR,D3DXCOLOR> &aHoldTweenColorsAddTo ) // looks in GAMESTATE for the current Style
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{
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ASSERT( m_sCurNoteSkin != "" ); // if this == NULL, SwitchGame() was never called
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StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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StyleInput SI( PLAYER_1, col );
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GameInput GI = pStyleDef->StyleInputToGameInput( SI );
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CString sButtonName = pGameDef->m_szButtonNames[GI.button];
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pGameDef->GetHoldTweenColors( m_sCurNoteSkin, sButtonName, aHoldTweenColorsAddTo );
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}
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