Let NoteSkin manager look for BGAnimation directories
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@@ -170,6 +170,23 @@ void NoteField::Update( float fDeltaTime )
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m_fPercentFadeToFail = min( m_fPercentFadeToFail + fDeltaTime/1.5f, 1 ); // take 1.5 seconds to totally fade
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RefreshBeatToNoteSkin();
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//
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// update all NoteDisplayCols. NoteDisplay's may contain BGAnimations
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// that need to be updated.
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//
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for( NDMap::iterator iter = m_BeatToNoteDisplays.begin();
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iter != m_BeatToNoteDisplays.end();
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iter++ )
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{
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NoteDisplayCols *nd = iter->second;
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for( int c=0; c<GetNumTracks(); c++ ) // for each arrow column
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nd->display[c].Update(fDeltaTime);
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// nd->m_ReceptorArrowRow.Update(fDeltaTime);
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// nd->m_GhostArrowRow.Update(fDeltaTime);
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}
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}
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float NoteField::GetWidth()
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@@ -500,6 +517,7 @@ void NoteField::DrawPrimitives()
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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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// Draw the arrows in order of column. This minimize texture switches and let us
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