Fix warning.
No need to push/pop the matrix when entering and exiting perspective; it's done already. No need to push/pop otherwise, either.
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@@ -259,11 +259,10 @@ void Player::DrawPrimitives()
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float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
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float fTilt = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt;
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bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1;
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bool bReverse = GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fReverseScroll==1;
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float fReverseScale = bReverse ? -1 : 1;
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float fReverseScale = bReverse ? -1.0f : 1.0f;
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if( fTilt != 0 )
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if( fTilt != 0 )
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{
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{
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DISPLAY->PushMatrix();
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DISPLAY->EnterPerspective(45, false);
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DISPLAY->EnterPerspective(45, false);
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// construct view and project matrix
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// construct view and project matrix
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@@ -275,20 +274,13 @@ void Player::DrawPrimitives()
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DISPLAY->LookAt(Eye, At, Up);
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DISPLAY->LookAt(Eye, At, Up);
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}
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}
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else
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DISPLAY->PushMatrix();
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m_GrayArrowRow.Draw();
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m_GrayArrowRow.Draw();
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m_NoteField.Draw();
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m_NoteField.Draw();
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m_GhostArrowRow.Draw();
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m_GhostArrowRow.Draw();
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if( GAMESTATE->m_CurrentPlayerOptions[m_PlayerNumber].m_fPerspectiveTilt != 0 )
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if( fTilt != 0 )
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{
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DISPLAY->ExitPerspective();
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DISPLAY->ExitPerspective();
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DISPLAY->PopMatrix();
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}
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else
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DISPLAY->PopMatrix();
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m_Judgment.Draw();
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m_Judgment.Draw();
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