get rid of the frame; it helps less now than it did when I added it,
and the combo needs to be above the backdrop
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@@ -62,11 +62,10 @@ Player::Player()
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m_iOffsetSample = 0;
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m_ArrowFrame.AddChild(&m_ArrowBackdrop);
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m_ArrowFrame.AddChild(&m_NoteField);
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m_ArrowFrame.AddChild(&m_GrayArrowRow);
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m_ArrowFrame.AddChild(&m_GhostArrowRow);
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this->AddChild( &m_ArrowFrame );
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this->AddChild( &m_ArrowBackdrop );
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this->AddChild( &m_NoteField );
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this->AddChild( &m_GrayArrowRow );
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this->AddChild( &m_GhostArrowRow );
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this->AddChild( &m_Judgment );
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this->AddChild( &m_Combo );
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for( int c=0; c<MAX_NOTE_TRACKS; c++ )
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@@ -159,7 +158,10 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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m_HoldJudgment[c].SetX( (float)pStyleDef->m_ColumnInfo[pn][c].fXOffset );
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}
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m_ArrowFrame.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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m_ArrowBackdrop.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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m_NoteField.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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m_GrayArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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m_GhostArrowRow.SetY( bReverse ? SCREEN_BOTTOM-GRAY_ARROWS_Y : SCREEN_TOP+GRAY_ARROWS_Y );
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if( GAMESTATE->m_PlayerOptions[pn].m_fEffects[PlayerOptions::EFFECT_MINI] == 1 )
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{
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@@ -268,7 +270,9 @@ void Player::Update( float fDeltaTime )
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void Player::DrawPrimitives()
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{
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m_Combo.Draw(); // draw this below everything else
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// Draw these below everything else.
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m_ArrowBackdrop.Draw();
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m_Combo.Draw();
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float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
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bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1;
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@@ -288,7 +292,9 @@ void Player::DrawPrimitives()
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DISPLAY->LookAt(Eye, At, Up);
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}
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m_ArrowFrame.Draw();
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m_GrayArrowRow.Draw();
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m_NoteField.Draw();
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m_GhostArrowRow.Draw();
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if( fTilt != 0 )
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DISPLAY->ExitPerspective();
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@@ -74,7 +74,6 @@ protected:
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GrayArrowRow m_GrayArrowRow;
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NoteField m_NoteField;
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GhostArrowRow m_GhostArrowRow;
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ActorFrame m_ArrowFrame;
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HoldJudgment m_HoldJudgment[MAX_NOTE_TRACKS];
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