Revert "An attempt to make the arrows flash with the steps' timing. If it works then we can expand it to..... I don't know, lifebars?"
This reverts commit ab178b1e65.
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+1
-8
@@ -18,8 +18,6 @@
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static Preference<bool> g_bShowMasks("ShowMasks", false);
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PlayerNumber Actor::m_ActivePlayerNumber = PLAYER_1;
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/**
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* @brief Set up a hidden Actor that won't be drawn.
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*
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@@ -685,11 +683,6 @@ void Actor::UpdateInternal( float fDeltaTime )
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m_fSecsIntoEffect = g_fCurrentBGMBeat;
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break;
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case CLOCK_BGM_BEAT_PLAYER_ACTIVE:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[m_ActivePlayerNumber] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[m_ActivePlayerNumber];
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break;
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case CLOCK_BGM_BEAT_PLAYER1:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_1] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[PLAYER_1];
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@@ -854,7 +847,7 @@ void Actor::SetEffectClockString( const RString &s )
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{
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if (s.EqualsNoCase("timer")) this->SetEffectClock( CLOCK_TIMER );
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if (s.EqualsNoCase("timerglobal")) this->SetEffectClock( CLOCK_TIMER_GLOBAL );
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else if(s.EqualsNoCase("beat")) this->SetEffectClock( CLOCK_BGM_BEAT_ACTIVE );
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else if(s.EqualsNoCase("beat")) this->SetEffectClock( CLOCK_BGM_BEAT );
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else if(s.EqualsNoCase("music")) this->SetEffectClock( CLOCK_BGM_TIME );
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else if(s.EqualsNoCase("bgm")) this->SetEffectClock( CLOCK_BGM_BEAT ); // compat, deprecated
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else if(s.EqualsNoCase("musicnooffset"))this->SetEffectClock( CLOCK_BGM_TIME_NO_OFFSET );
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@@ -113,13 +113,6 @@ public:
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static void SetPlayerBGMBeat( PlayerNumber pn, float fBeat, float fBeatNoOffset );
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static void SetBGMLight( int iLightNumber, float fCabinetLights );
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/**
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* @brief The actively-drawing player number. This is used as a hack
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* so that we don't need to tell each actor which player it belongs to.
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* This is used to figure out the right player for "beat" effect clock.
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*/
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static PlayerNumber m_ActivePlayerNumber;
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/**
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* @brief The list of the different effects.
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*
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@@ -142,7 +135,6 @@ public:
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CLOCK_BGM_BEAT_NO_OFFSET,
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CLOCK_BGM_BEAT_PLAYER1,
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CLOCK_BGM_BEAT_PLAYER2,
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CLOCK_BGM_BEAT_PLAYER_ACTIVE,
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CLOCK_LIGHT_1 = 1000,
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CLOCK_LIGHT_LAST = 1100,
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NUM_CLOCKS
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@@ -19,7 +19,6 @@
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#include "BackgroundUtil.h"
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#include "Course.h"
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#include "NoteData.h"
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#include "Actor.h"
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static ThemeMetric<bool> SHOW_BOARD( "NoteField", "ShowBoard" );
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static ThemeMetric<bool> SHOW_BEAT_BARS( "NoteField", "ShowBeatBars" );
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@@ -766,10 +765,6 @@ bool NoteField::IsOnScreen( float fBeat, int iCol, int iDrawDistanceAfterTargets
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void NoteField::DrawPrimitives()
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{
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// XXX Hack: Set Actor's active player number so the notes get the flashing that matches the steps.
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Actor::m_ActivePlayerNumber = m_pPlayerState->m_PlayerNumber;
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//LOG->Trace( "NoteField::DrawPrimitives()" );
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// This should be filled in on the first update.
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