remove NoteData dependency
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@@ -8,7 +8,6 @@
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#include "InputMapper.h"
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#include "Game.h"
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#include "PrefsManager.h"
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#include "NoteData.h"
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#include "Actor.h"
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#include "arch/arch.h"
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@@ -75,34 +74,6 @@ void LightsManager::BlinkActorLight( CabinetLight cl )
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g_fCabinetLightDuration[cl] = g_fLightEffectRiseSeconds;
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}
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/*
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* Using data from pLightData, blink actor lights (eg. "effectclock,MarqueeLrRight")
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* within [iStart,iEnd). This is available even if no light driver is active.
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*/
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void LightsManager::BlinkActorLightsBetween( int iStart, int iEnd, const NoteData *pLightData )
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{
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if( iStart >= iEnd )
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return;
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FOREACH_CabinetLight( cl )
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{
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bool bBlinkCabinetLight = false;
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// for each index we crossed since the last update:
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FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( *pLightData, cl, r, iStart, iEnd )
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{
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if( pLightData->GetTapNote( cl, r ).type != TapNote::empty )
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bBlinkCabinetLight |= true;
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}
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if( pLightData->IsHoldNoteAtBeat( cl, iEnd ) )
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bBlinkCabinetLight |= true;
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if( bBlinkCabinetLight )
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g_fCabinetLightDuration[cl] = g_fLightEffectRiseSeconds;
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}
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}
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float LightsManager::GetActorLightLatencySeconds() const
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{
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return g_fLightEffectRiseSeconds;
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@@ -48,7 +48,6 @@ struct LightsState
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};
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class LightsDriver;
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class NoteData;
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class LightsManager
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{
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@@ -62,7 +61,6 @@ public:
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void BlinkCabinetLight( CabinetLight cl );
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void BlinkGameButton( GameInput gi );
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void BlinkActorLight( CabinetLight cl );
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void BlinkActorLightsBetween( int iStart, int iEnd, const NoteData *pLightData );
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float GetActorLightLatencySeconds() const;
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void SetLightsMode( LightsMode lm );
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