remove GameState::GetUndisplayedBeats
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@@ -1121,21 +1121,6 @@ void GameState::GetAllUsedNoteSkins( vector<RString> &out ) const
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out.erase( unique( out.begin(), out.end() ), out.end() );
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out.erase( unique( out.begin(), out.end() ), out.end() );
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}
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}
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/* From NoteField: */
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void GameState::GetUndisplayedBeats( const PlayerState* pPlayerState, float TotalSeconds, float &StartBeat, float &EndBeat ) const
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{
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/* If reasonable, push the attack forward so notes on screen don't change suddenly. */
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StartBeat = min( m_fSongBeat+BEATS_PER_MEASURE*2, pPlayerState->m_fLastDrawnBeat );
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StartBeat = truncf(StartBeat)+1;
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const float StartSecond = this->m_pCurSong->GetElapsedTimeFromBeat( StartBeat );
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const float EndSecond = StartSecond + TotalSeconds;
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EndBeat = this->m_pCurSong->GetBeatFromElapsedTime( EndSecond );
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EndBeat = truncf(EndBeat)+1;
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}
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void GameState::RemoveAllActiveAttacks() // called on end of song
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void GameState::RemoveAllActiveAttacks() // called on end of song
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{
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{
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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@@ -187,7 +187,6 @@ public:
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// used in workout
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// used in workout
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bool m_bGoalComplete[NUM_PLAYERS];
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bool m_bGoalComplete[NUM_PLAYERS];
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void GetUndisplayedBeats( const PlayerState* pPlayerState, float TotalSeconds, float &StartBeat, float &EndBeat ) const; // only meaningful when a NoteField is in use
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void RemoveAllActiveAttacks(); // called on end of song
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void RemoveAllActiveAttacks(); // called on end of song
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PlayerNumber GetBestPlayer() const;
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PlayerNumber GetBestPlayer() const;
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StageResult GetStageResult( PlayerNumber pn ) const;
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StageResult GetStageResult( PlayerNumber pn ) const;
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