simplify
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@@ -101,7 +101,8 @@ ScreenSystemLayer::ScreenSystemLayer() : Screen("ScreenSystemLayer")
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m_SkipBackground.StretchTo(RectF(SKIP_LEFT-8, SKIP_TOP-8,
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m_SkipBackground.StretchTo(RectF(SKIP_LEFT-8, SKIP_TOP-8,
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SKIP_LEFT+SKIP_WIDTH, SKIP_TOP+SKIP_Y_DIST*NUM_SKIPS_TO_SHOW));
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SKIP_LEFT+SKIP_WIDTH, SKIP_TOP+SKIP_Y_DIST*NUM_SKIPS_TO_SHOW));
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m_SkipBackground.SetDiffuse( RageColor(0,0,0,0) );
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m_SkipBackground.SetDiffuse( RageColor(0,0,0,0.4f) );
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m_SkipBackground.SetHidden( !PREFSMAN->m_bTimestamping );
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this->AddChild(&m_SkipBackground);
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this->AddChild(&m_SkipBackground);
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for( int i=0; i<NUM_SKIPS_TO_SHOW; i++ )
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for( int i=0; i<NUM_SKIPS_TO_SHOW; i++ )
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@@ -137,6 +138,7 @@ void ScreenSystemLayer::ReloadCreditsText()
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m_textTime.LoadFromFont( THEME->GetPathToF("ScreenSystemLayer time") );
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m_textTime.LoadFromFont( THEME->GetPathToF("ScreenSystemLayer time") );
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m_textTime.SetName( "Time" );
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m_textTime.SetName( "Time" );
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m_textTime.SetHidden( !PREFSMAN->m_bTimestamping );
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SET_XY_AND_ON_COMMAND( m_textTime );
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SET_XY_AND_ON_COMMAND( m_textTime );
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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@@ -266,16 +268,6 @@ void ScreenSystemLayer::AddTimestampLine( const CString &txt, RageColor color )
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void ScreenSystemLayer::UpdateTimestampAndSkips()
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void ScreenSystemLayer::UpdateTimestampAndSkips()
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{
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{
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if(!PREFSMAN->m_bTimestamping)
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{
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/* Hide: */
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m_textTime.SetDiffuse( RageColor(1,1,1,0) );
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m_SkipBackground.SetDiffuse( RageColor(0,0,0,0) );
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} else {
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m_textTime.SetDiffuse( RageColor(1,0,1,1) );
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m_SkipBackground.SetDiffuse(RageColor(0,0,0,0.4f));
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}
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/* Use our own timer, so we ignore `/tab. */
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/* Use our own timer, so we ignore `/tab. */
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const float UpdateTime = SkipTimer.GetDeltaTime();
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const float UpdateTime = SkipTimer.GetDeltaTime();
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@@ -317,10 +309,7 @@ void ScreenSystemLayer::UpdateTimestampAndSkips()
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}
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}
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if( PREFSMAN->m_bTimestamping )
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if( PREFSMAN->m_bTimestamping )
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{
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m_textTime.SetText( SecondsToMMSSMsMs(RageTimer::GetTimeSinceStart()) );
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CString time(SecondsToMMSSMsMs(RageTimer::GetTimeSinceStart()));
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m_textTime.SetText( time );
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}
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}
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}
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void ScreenSystemLayer::Update( float fDeltaTime )
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void ScreenSystemLayer::Update( float fDeltaTime )
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