cleanup
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@@ -168,11 +168,6 @@ void NoteField::Update( float fDeltaTime )
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RefreshBeatToNoteSkin();
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RefreshBeatToNoteSkin();
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//
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// update all NoteDisplays
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//
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/*
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/*
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* Update all NoteDisplays. Hack: We need to call this once per frame, not
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* Update all NoteDisplays. Hack: We need to call this once per frame, not
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* once per player.
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* once per player.
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@@ -649,12 +644,6 @@ void NoteField::DrawPrimitives()
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cur->m_GhostArrowRow.Draw();
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cur->m_GhostArrowRow.Draw();
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}
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}
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void NoteField::RemoveTapNoteRow( int iIndex )
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{
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for( int c=0; c<GetNumTracks(); c++ )
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SetTapNote(c, iIndex, TAP_EMPTY);
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}
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void NoteField::FadeToFail()
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void NoteField::FadeToFail()
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{
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{
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m_fPercentFadeToFail = max( 0.0f, m_fPercentFadeToFail ); // this will slowly increase every Update()
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m_fPercentFadeToFail = max( 0.0f, m_fPercentFadeToFail ); // this will slowly increase every Update()
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@@ -12,8 +12,6 @@
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#include "ReceptorArrowRow.h"
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#include "ReceptorArrowRow.h"
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#include "GhostArrowRow.h"
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#include "GhostArrowRow.h"
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class Song;
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class NoteField : public NoteDataWithScoring, public ActorFrame
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class NoteField : public NoteDataWithScoring, public ActorFrame
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{
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{
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public:
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public:
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@@ -29,7 +27,6 @@ public:
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int iEndDrawingPixel,
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int iEndDrawingPixel,
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float fYReverseOffsetPixels );
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float fYReverseOffsetPixels );
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virtual void Unload();
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virtual void Unload();
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void RemoveTapNoteRow( int iIndex );
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map<RowTrack,bool> m_HeldHoldNotes; // true if button is being held down
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map<RowTrack,bool> m_HeldHoldNotes; // true if button is being held down
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map<RowTrack,bool> m_ActiveHoldNotes; // true if hold has life > 0
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map<RowTrack,bool> m_ActiveHoldNotes; // true if hold has life > 0
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