Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.
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@@ -29,7 +29,7 @@
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float g_fShowSeconds;
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float g_fZoomStart, g_fZoomEnd;
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D3DXCOLOR
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RageColor
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g_colorPerfectStart, g_colorPerfectEnd,
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g_colorGreatStart, g_colorGreatEnd,
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g_colorGoodStart, g_colorGoodEnd,
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@@ -50,7 +50,7 @@ GhostArrow::GhostArrow()
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g_colorBooEnd = COLOR_BOO_END;
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SetDiffuse( D3DXCOLOR(1,1,1,0) );
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SetDiffuse( RageColor(1,1,1,0) );
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}
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void GhostArrow::Update( float fDeltaTime )
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@@ -65,7 +65,7 @@ void GhostArrow::Step( TapNoteScore score )
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for( int i=0; i<Sprite::GetNumStates(); i++ )
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Sprite::m_fDelay[i] = g_fShowSeconds / (float)Sprite::GetNumStates();
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D3DXCOLOR colorStart, colorEnd;
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RageColor colorStart, colorEnd;
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switch( score )
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{
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case TNS_PERFECT: colorStart = g_colorPerfectStart; colorEnd = g_colorPerfectEnd; break;
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@@ -87,5 +87,5 @@ void GhostArrow::Step( TapNoteScore score )
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SetTweenDiffuse( colorEnd );
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BeginTweening( 0.0001f ); // snap to invisible
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SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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SetTweenDiffuse( RageColor(1,1,1,0) );
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}
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