avoid global ThemeMetric<apActorCommands>
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@@ -2644,16 +2644,16 @@ BrightnessFadeCommand=
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ClampOutputPercent=0
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[Judgment]
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W1Command=shadowlength,0;diffusealpha,1;zoom,1.3;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0;glowblink;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.8
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W2Command=shadowlength,0;diffusealpha,1;zoom,1.3;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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W3Command=shadowlength,0;diffusealpha,1;zoom,1.2;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0;
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W4Command=shadowlength,0;diffusealpha,1;zoom,1.1;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0;
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W5Command=shadowlength,0;diffusealpha,1;zoom,1.0;vibrate;effectmagnitude,4,8,8;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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MissCommand=shadowlength,0;diffusealpha,1;zoom,1;y,-20;linear,0.8;y,20;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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JudgmentW1Command=shadowlength,0;diffusealpha,1;zoom,1.3;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0;glowblink;effectperiod,0.05;effectcolor1,1,1,1,0;effectcolor2,1,1,1,0.8
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JudgmentW2Command=shadowlength,0;diffusealpha,1;zoom,1.3;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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JudgmentW3Command=shadowlength,0;diffusealpha,1;zoom,1.2;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0;
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JudgmentW4Command=shadowlength,0;diffusealpha,1;zoom,1.1;linear,0.05;zoom,1;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0;
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JudgmentW5Command=shadowlength,0;diffusealpha,1;zoom,1.0;vibrate;effectmagnitude,4,8,8;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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JudgmentMissCommand=shadowlength,0;diffusealpha,1;zoom,1;y,-20;linear,0.8;y,20;sleep,0.8;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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[HoldJudgment]
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LetGoCommand=shadowlength,0;diffusealpha,1;zoom,1;y,-10;linear,0.8;y,10;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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HeldCommand=shadowlength,0;diffusealpha,1;zoom,1.25;linear,0.3;zoomx,1;zoomy,1;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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HoldJudgmentLetGoCommand=shadowlength,0;diffusealpha,1;zoom,1;y,-10;linear,0.8;y,10;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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HoldJudgmentHeldCommand=shadowlength,0;diffusealpha,1;zoom,1.25;linear,0.3;zoomx,1;zoomy,1;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0
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[Combo]
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ShowComboAt=2
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@@ -8,9 +8,6 @@
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#include "StatsManager.h"
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#include "XmlFile.h"
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static ThemeMetric<apActorCommands> HELD_COMMAND ("HoldJudgment","HeldCommand");
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static ThemeMetric<apActorCommands> LET_GO_COMMAND ("HoldJudgment","LetGoCommand");
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REGISTER_ACTOR_CLASS( HoldJudgment )
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HoldJudgment::HoldJudgment()
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@@ -22,6 +19,8 @@ void HoldJudgment::Load( const RString &sPath )
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{
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m_sprJudgment.Load( sPath );
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m_sprJudgment->StopAnimating();
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m_sprJudgment->SetName( "HoldJudgment" );
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ActorUtil::LoadAllCommands( *m_sprJudgment, "HoldJudgment" );
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ResetAnimation();
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this->AddChild( m_sprJudgment );
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}
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@@ -64,11 +63,11 @@ void HoldJudgment::SetHoldJudgment( HoldNoteScore hns )
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ASSERT(0);
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case HNS_Held:
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m_sprJudgment->SetState( 0 );
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m_sprJudgment->RunCommands( HELD_COMMAND );
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m_sprJudgment->PlayCommand( "Held" );
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break;
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case HNS_LetGo:
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m_sprJudgment->SetState( 1 );
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m_sprJudgment->RunCommands( LET_GO_COMMAND );
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m_sprJudgment->PlayCommand( "LetGo" );
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break;
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default:
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ASSERT(0);
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@@ -9,13 +9,6 @@
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#include "StatsManager.h"
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#include "XmlFile.h"
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static ThemeMetric<apActorCommands> W1_COMMAND ("Judgment","W1Command");
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static ThemeMetric<apActorCommands> W2_COMMAND ("Judgment","W2Command");
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static ThemeMetric<apActorCommands> W3_COMMAND ("Judgment","W3Command");
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static ThemeMetric<apActorCommands> W4_COMMAND ("Judgment","W4Command");
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static ThemeMetric<apActorCommands> W5_COMMAND ("Judgment","W5Command");
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static ThemeMetric<apActorCommands> MISS_COMMAND ("Judgment","MissCommand");
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REGISTER_ACTOR_CLASS( Judgment )
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Judgment::Judgment()
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@@ -54,6 +47,8 @@ void Judgment::LoadNormal( const RString &sPath )
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m_sprJudgment.Load( sPath );
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ASSERT( m_sprJudgment.GetNumStates() == 6 || m_sprJudgment.GetNumStates() == 12 );
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m_sprJudgment.StopAnimating();
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m_sprJudgment.SetName( "Judgment" );
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ActorUtil::LoadAllCommands( m_sprJudgment, "Judgment" );
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Reset();
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this->AddChild( &m_sprJudgment );
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}
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@@ -81,27 +76,27 @@ void Judgment::SetJudgment( TapNoteScore score, bool bEarly )
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{
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case TNS_W1:
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m_sprJudgment.SetState( 0 * iStateMult + iStateAdd );
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m_sprJudgment.RunCommands( W1_COMMAND );
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m_sprJudgment.PlayCommand( "W1" );
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break;
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case TNS_W2:
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m_sprJudgment.SetState( 1 * iStateMult + iStateAdd );
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m_sprJudgment.RunCommands( W2_COMMAND );
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m_sprJudgment.PlayCommand( "W2" );
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break;
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case TNS_W3:
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m_sprJudgment.SetState( 2 * iStateMult + iStateAdd );
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m_sprJudgment.RunCommands( W3_COMMAND );
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m_sprJudgment.PlayCommand( "W3" );
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break;
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case TNS_W4:
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m_sprJudgment.SetState( 3 * iStateMult + iStateAdd );
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m_sprJudgment.RunCommands( W4_COMMAND );
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m_sprJudgment.PlayCommand( "W4" );
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break;
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case TNS_W5:
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m_sprJudgment.SetState( 4 * iStateMult + iStateAdd );
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m_sprJudgment.RunCommands( W5_COMMAND );
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m_sprJudgment.PlayCommand( "W5" );
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break;
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case TNS_Miss:
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m_sprJudgment.SetState( 5 * iStateMult + iStateAdd );
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m_sprJudgment.RunCommands( MISS_COMMAND );
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m_sprJudgment.PlayCommand( "Miss" );
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break;
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default:
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ASSERT(0);
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