small cleanup
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@@ -35,7 +35,6 @@ 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 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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static ThemeMetric1D<RString> ROUTINE_NOTESKIN( "NoteField", RoutineNoteSkinName, NUM_PLAYERS );
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inline const TimingData *GetRealTiming(const PlayerState *pPlayerState)
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inline const TimingData *GetRealTiming(const PlayerState *pPlayerState)
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{
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{
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if( GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber] != NULL )
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if( GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber] != NULL )
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@@ -969,7 +968,6 @@ void NoteField::DrawPrimitives()
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}
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}
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}
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}
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// Time Signature text
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// Time Signature text
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for (i = 0; i < segs[SEGMENT_TIME_SIG].size(); i++)
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for (i = 0; i < segs[SEGMENT_TIME_SIG].size(); i++)
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{
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{
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@@ -1184,7 +1182,6 @@ void NoteField::DrawPrimitives()
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}
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}
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}
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}
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// Optimization is very important here because there are so many arrows to draw.
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// Optimization is very important here because there are so many arrows to draw.
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// Draw the arrows in order of column. This minimizes texture switches and
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// Draw the arrows in order of column. This minimizes texture switches and
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// lets us draw in big batches.
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// lets us draw in big batches.
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