Let NoteSkin manager look for BGAnimation directories
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@@ -288,6 +288,18 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn, CString NoteSkin, float fY
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}
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}
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void NoteDisplay::Update( float fDeltaTime )
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{
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int i;
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for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pTapNote[i]) m_pTapNote[i]->Update(fDeltaTime);
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for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pTapAddition[i]) m_pTapAddition[i]->Update(fDeltaTime);
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m_pTapMine->Update(fDeltaTime);
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for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pHoldHeadActive[i]) m_pHoldHeadActive[i]->Update(fDeltaTime);
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for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pHoldHeadInactive[i]) m_pHoldHeadInactive[i]->Update(fDeltaTime);
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for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pHoldTailActive[i]) m_pHoldTailActive[i]->Update(fDeltaTime);
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for( i=0; i<NOTE_COLOR_IMAGES; i++ ) if(m_pHoldTailInactive[i]) m_pHoldTailInactive[i]->Update(fDeltaTime);
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}
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void NoteDisplay::SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid, bool bNoteColor )
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{
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