cleanup: actors generally shouldn't move themselves
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@@ -161,19 +161,6 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, ScoreDi
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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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// If solo-single is enabled..
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/* XXX: Maybe this should be enabled for all ONE_PLAYER_ONE_CREDIT modes.
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* I don't feel like testing that right now, though. */
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if( PREFSMAN->m_bSoloSingle &&
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GAMESTATE->GetCurrentStyleDef()->m_NotesType == STYLE_DANCE_SINGLE &&
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GAMESTATE->GetNumSidesJoined() == 1 )
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{
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SetX(SCREEN_WIDTH/2);
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}
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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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@@ -208,6 +208,15 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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continue;
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float fPlayerX = (float) GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p];
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// If solo-single is enabled..
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/* XXX: Maybe this should be enabled for all ONE_PLAYER_ONE_CREDIT modes.
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* I don't feel like testing that right now, though. */
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if( PREFSMAN->m_bSoloSingle &&
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GAMESTATE->GetCurrentStyleDef()->m_NotesType == STYLE_DANCE_SINGLE &&
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GAMESTATE->GetNumSidesJoined() == 1 )
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fPlayerX = SCREEN_WIDTH/2;
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m_Player[p].SetX( fPlayerX );
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this->AddChild( &m_Player[p] );
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