remove sprJudgmentFrame. Do this within Judgment.
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@@ -272,42 +272,6 @@ void Player::Init(
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m_tsJudgment[i][j] = temp.DestTweenState();
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}
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}
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// Load Judgment frame
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if( GAMESTATE->m_bMultiplayer && !m_sprJudgmentFrame.IsLoaded() ) // only load the first time
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{
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GameCommand gc;
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ASSERT( pPlayerState->m_mp != MultiPlayer_Invalid );
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gc.m_MultiPlayer = pPlayerState->m_mp;
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{
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Lua *L = LUA->Get();
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gc.PushSelf( L );
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lua_setglobal( L, "ThisGameCommand" );
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LUA->Release( L );
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}
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m_sprJudgmentFrame.Load( THEME->GetPathG(sType,"JudgmentFrame") );
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{
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Lua *L = LUA->Get();
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expr.PushSelf( L );
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ASSERT( !lua_isnil(L, -1) );
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m_sprJudgmentFrame->PushSelf( L );
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LuaHelpers::Push( L, pPlayerState->m_PlayerNumber );
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LuaHelpers::Push( L, pPlayerState->m_mp );
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LuaHelpers::Push( L, iEnabledPlayerIndex );
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LuaHelpers::Push( L, iNumEnabledPlayers );
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LuaHelpers::Push( L, bPlayerUsingBothSides );
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LuaHelpers::Push( L, false );
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LuaHelpers::Push( L, false );
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lua_call( L, 8, 0 ); // 8 args, 0 results
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LUA->Release( L );
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}
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LUA->UnsetGlobal( "ThisGameCommand" );
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this->AddChild( m_sprJudgmentFrame );
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}
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}
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this->SortByDrawOrder();
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@@ -371,6 +335,7 @@ void Player::Init(
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{
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LuaThreadVariable var( "Player", LuaReference::Create(m_pPlayerState->m_PlayerNumber) );
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LuaThreadVariable var2( "MultiPlayer", LuaReference::Create(m_pPlayerState->m_mp) );
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m_pJudgment.Load( THEME->GetPathG(sType,"judgment") );
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m_pJudgment->SetName( "Judgment" );
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ActorUtil::LoadAllCommandsAndOnCommand( m_pJudgment, sType );
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@@ -608,17 +573,12 @@ void Player::Update( float fDeltaTime )
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const Actor::TweenState &ts1 = m_tsJudgment[bReverse?1:0][0];
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const Actor::TweenState &ts2 = m_tsJudgment[bReverse?1:0][1];
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Actor::TweenState::MakeWeightedAverage( m_pJudgment->DestTweenState(), ts1, ts2, fPercentCentered );
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if( m_sprJudgmentFrame.IsLoaded() )
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Actor::TweenState::MakeWeightedAverage( m_sprJudgmentFrame->DestTweenState(), ts1, ts2, fPercentCentered );
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}
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float fNoteFieldZoom = 1 - fTinyPercent*0.5f;
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if( m_pNoteField )
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m_pNoteField->SetZoom( fNoteFieldZoom );
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m_pJudgment->SetZoom( m_pJudgment->GetZoom() * fJudgmentZoom );
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if( m_sprJudgmentFrame.IsLoaded() )
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m_sprJudgmentFrame->SetZoom( m_sprJudgmentFrame->GetZoom() * fJudgmentZoom );
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// If we're paused, don't update tap or hold note logic, so hold notes can be released
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// during pause.
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@@ -1070,8 +1030,6 @@ void Player::DrawTapJudgments()
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if( m_pPlayerState->m_PlayerOptions.GetCurrent().m_fBlind > 0 )
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return;
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if( m_sprJudgmentFrame.IsLoaded() )
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m_sprJudgmentFrame->Draw();
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m_pJudgment->Draw();
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}
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@@ -144,7 +144,6 @@ protected:
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vector<HoldJudgment*> m_vHoldJudgment;
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AutoActor m_pJudgment;
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AutoActor m_sprJudgmentFrame;
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Combo m_Combo;
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