Take care of one of AJ's TODOs.
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@@ -22,6 +22,7 @@ sm-ssc v1.2.1 | 2011011?
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default is 50, as it was before. [Wolfman2000]
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* [Player] Allow the default attack times for both random and mine attacks
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to be changed. [Wolfman2000]
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* [NoteField] Allow for adjustable fade fail time (for AJ). [Wolfman2000]
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20110112
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--------
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@@ -873,6 +873,7 @@ ShowBoard=false
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ShowBeatBars=false
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#
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FadeBeforeTargetsPercent=0
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FadeFailTime=1.5
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#
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BarMeasureAlpha=1
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Bar4thAlpha=1
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+2
-2
@@ -27,6 +27,7 @@ static ThemeMetric<float> BAR_MEASURE_ALPHA( "NoteField", "BarMeasureAlpha" );
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static ThemeMetric<float> BAR_4TH_ALPHA( "NoteField", "Bar4thAlpha" );
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static ThemeMetric<float> BAR_8TH_ALPHA( "NoteField", "Bar8thAlpha" );
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static ThemeMetric<float> BAR_16TH_ALPHA( "NoteField", "Bar16thAlpha" );
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static ThemeMetric<float> FADE_FAIL_TIME( "NoteField", "FadeFailTime" );
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static RString RoutineNoteSkinName( size_t i ) { return ssprintf("RoutineNoteSkinP%i",int(i+1)); }
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static ThemeMetric1D<RString> ROUTINE_NOTESKIN( "NoteField", RoutineNoteSkinName, NUM_PLAYERS );
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@@ -264,9 +265,8 @@ void NoteField::Update( float fDeltaTime )
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cur->m_ReceptorArrowRow.Update( fDeltaTime );
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cur->m_GhostArrowRow.Update( fDeltaTime );
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// TODO: make fade time of 1.5 seconds metricable instead? -aj
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if( m_fPercentFadeToFail >= 0 )
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m_fPercentFadeToFail = min( m_fPercentFadeToFail + fDeltaTime/1.5f, 1 ); // take 1.5 seconds to totally fade
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m_fPercentFadeToFail = min( m_fPercentFadeToFail + fDeltaTime/FADE_FAIL_TIME, 1 );
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// Update fade to failed
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m_pCurDisplay->m_ReceptorArrowRow.SetFadeToFailPercent( m_fPercentFadeToFail );
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