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@@ -54,10 +54,6 @@ Player::Player()
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this->AddActor( &m_Combo );
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this->AddActor( &m_LifeMeter );
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this->AddActor( &m_Score );
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// assist
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m_soundAssistTick.Load( THEME->GetPathTo(SOUND_ASSIST) );
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}
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@@ -249,11 +245,6 @@ void Player::RenderPrimitives()
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m_Score.Draw();
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}
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void Player::CrossedIndex( int iIndex )
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{
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}
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bool Player::IsThereANoteAtIndex( int iIndex )
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@@ -268,13 +259,10 @@ void Player::HandlePlayerStep( float fSongBeat, TapStep player_step, float fMaxB
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{
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//RageLog( "Player::HandlePlayerStep()" );
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// update gray arrows
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int iColumnNum = m_Style.TapStepToColumnNumber( player_step );
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// For single player and two player, iColumnNum will be 4/5 or 8/9/10/11 for
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// up-left and up-right hits. Seemed this was the simplest way to ignore them in game.
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if (iColumnNum >= m_Style.m_iNumColumns)
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return;
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if( iColumnNum == -1 ) // if this TapStep is not used in the current Style
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return; // ignore the step
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m_GrayArrows.Step( iColumnNum );
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CheckForCompleteStep( fSongBeat, player_step, fMaxBeatDiff );
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