now loads couple and battle steps correctly
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@@ -215,13 +215,31 @@ void Player::SetX( float fX )
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}
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void Player::SetSteps( const Steps& newSteps )
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void Player::SetSteps( const Steps& newSteps, bool bLoadOnlyLeftSide, bool bLoadOnlyRightSide )
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{
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for( int i=0; i<MAX_STEP_ELEMENTS; i++ ) {
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// copy the steps
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for( int i=0; i<MAX_STEP_ELEMENTS; i++ )
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{
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m_OriginalStep[i] = newSteps.m_steps[i];
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m_LeftToStepOn[i] = newSteps.m_steps[i];
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if( bLoadOnlyLeftSide ) {
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// mask off the pad2 steps
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m_OriginalStep[i] &= ~(STEP_PAD2_LEFT | STEP_PAD2_UPLEFT | STEP_PAD2_DOWN | STEP_PAD2_UP | STEP_PAD2_UPRIGHT | STEP_PAD2_RIGHT );
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} else if( bLoadOnlyRightSide ) {
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// replace the step making pad2's step the new pad1 step
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Step new_step = (m_OriginalStep[i]&STEP_PAD2_LEFT ? STEP_PAD1_LEFT : 0) |
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(m_OriginalStep[i]&STEP_PAD2_UPLEFT ? STEP_PAD1_UPLEFT : 0) |
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(m_OriginalStep[i]&STEP_PAD2_DOWN ? STEP_PAD1_DOWN : 0) |
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(m_OriginalStep[i]&STEP_PAD2_UP ? STEP_PAD1_UP : 0) |
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(m_OriginalStep[i]&STEP_PAD2_UPRIGHT? STEP_PAD1_UPRIGHT : 0) |
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(m_OriginalStep[i]&STEP_PAD2_RIGHT ? STEP_PAD1_RIGHT : 0);
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m_OriginalStep[i] = new_step;
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}
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m_LeftToStepOn[i] = m_OriginalStep[i];
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m_iColorArrowFrameOffset[i] = (int)( i/(FLOAT)ELEMENTS_PER_BEAT*NUM_FRAMES_IN_COLOR_ARROW_SPRITE );
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}
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}
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void Player::Update( const float &fDeltaTime, float fSongBeat, float fMaxBeatDifference )
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