take note skin name to *Row
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@@ -26,7 +26,7 @@ GhostArrowRow::GhostArrowRow()
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m_iNumCols = 0;
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}
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void GhostArrowRow::Load( PlayerNumber pn, float fYReverseOffset )
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void GhostArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset )
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{
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m_PlayerNumber = pn;
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m_fYReverseOffsetPixels = fYReverseOffset;
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@@ -52,10 +52,10 @@ void GhostArrowRow::Load( PlayerNumber pn, float fYReverseOffset )
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m_GhostMine[c].Init( pn );
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//m_HoldGhost[c].Init( pn );
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m_GhostDim[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion dim") );
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m_GhostBright[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion bright") );
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m_GhostMine[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion mine") );
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m_HoldGhost[c].Load( NOTESKIN->GetPathTo(pn, Button, "hold explosion") );
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m_GhostDim[c].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "tap explosion dim") );
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m_GhostBright[c].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "tap explosion bright") );
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m_GhostMine[c].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "tap explosion mine") );
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m_HoldGhost[c].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold explosion") );
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}
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}
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@@ -26,7 +26,7 @@ public:
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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void Load( PlayerNumber pn, float fYReverseOffset );
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void Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset );
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void DidTapNote( int iCol, TapNoteScore score, bool bBright );
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void DidTapMine( int iCol, TapNoteScore score );
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@@ -25,7 +25,7 @@ GrayArrowRow::GrayArrowRow()
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m_iNumCols = 0;
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}
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void GrayArrowRow::Load( PlayerNumber pn, float fYReverseOffset )
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void GrayArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset )
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{
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m_PlayerNumber = pn;
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m_fYReverseOffsetPixels = fYReverseOffset;
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@@ -35,7 +35,7 @@ void GrayArrowRow::Load( PlayerNumber pn, float fYReverseOffset )
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m_iNumCols = pStyleDef->m_iColsPerPlayer;
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for( int c=0; c<m_iNumCols; c++ )
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m_GrayArrow[c].Load( GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin, m_PlayerNumber, c );
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m_GrayArrow[c].Load( NoteSkin, m_PlayerNumber, c );
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}
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void GrayArrowRow::Update( float fDeltaTime )
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@@ -22,7 +22,7 @@ class GrayArrowRow : public ActorFrame
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public:
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GrayArrowRow();
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void Load( PlayerNumber pn, float fYReverseOffset );
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void Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset );
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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@@ -97,8 +97,8 @@ void NoteField::Load( const NoteData* pNoteData, PlayerNumber pn, int iFirstPixe
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this->CopyAll( pNoteData );
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ASSERT( GetNumTracks() == GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer );
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m_GrayArrowRow.Load( pn, m_fYReverseOffsetPixels );
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m_GhostArrowRow.Load( pn, m_fYReverseOffsetPixels );
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m_GrayArrowRow.Load( pn, GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin, m_fYReverseOffsetPixels );
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m_GhostArrowRow.Load( pn, GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin, m_fYReverseOffsetPixels );
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CacheAllUsedNoteSkins();
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RefreshBeatToNoteSkin();
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@@ -191,7 +191,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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/* Ensure that this is up-to-date. */
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GAMESTATE->m_pPosition->Load( (PlayerNumber)p );
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m_GrayArrowRow[p].Load( (PlayerNumber)p, 0 );
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m_GrayArrowRow[p].Load( (PlayerNumber)p, GAMESTATE->m_PlayerOptions[p].m_sNoteSkin, 0 );
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m_GrayArrowRow[p].SetX( (float)GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] );
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m_GrayArrowRow[p].SetY( SCREEN_TOP + 100 );
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this->AddChild( &m_GrayArrowRow[p] );
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