bug fixes
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@@ -86,14 +86,14 @@ void Player::Load( const Style& style, PlayerNumber player_no, const Steps& step
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// load step elements
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for( int i=0; i<MAX_TAP_STEP_ELEMENTS; i++ )
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{
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m_TapStepsOriginal[i] = steps.m_TapSteps[i];
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m_TapStepsRemaining[i] = steps.m_TapSteps[i];
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m_TapStepsOriginal[i] = steps2.m_TapSteps[i];
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m_TapStepsRemaining[i] = steps2.m_TapSteps[i];
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}
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for( i=0; i<steps.m_iNumHoldSteps; i++ )
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for( i=0; i<steps2.m_iNumHoldSteps; i++ )
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{
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m_HoldSteps[i] = steps.m_HoldSteps[i];
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m_HoldSteps[i] = steps2.m_HoldSteps[i];
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}
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m_iNumHoldSteps = steps.m_iNumHoldSteps;
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m_iNumHoldSteps = steps2.m_iNumHoldSteps;
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m_Combo.SetY( po.m_bReverseScroll ? SCREEN_HEIGHT - COMBO_Y : COMBO_Y );
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@@ -146,8 +146,8 @@ void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference
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// update the life
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if( fStartBeat < m_fSongBeat && m_fSongBeat < fEndBeat ) // if the song beat is in the range of this hold
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{
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PlayerInput PlayerI = { m_PlayerNumber, hs.m_TapStep };
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bool bIsHoldingButton = GAMEINFO->IsButtonDown( PlayerI );
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PlayerInput PlayerI( m_PlayerNumber, hs.m_TapStep );
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bool bIsHoldingButton = PREFS->IsButtonDown( PlayerI );
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if( bIsHoldingButton )
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{
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hss.m_fLife += fDeltaTime/HOLD_ARROW_NG_TIME;
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@@ -201,7 +201,7 @@ void Player::RenderPrimitives()
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{
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D3DXMATRIX matOldView, matOldProj;
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if( m_PlayerOptions.m_EffectType == PlayerOptions::EFFECT_STARS )
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if( m_PlayerOptions.m_EffectType == PlayerOptions::EFFECT_SPACE )
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{
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// turn off Z Buffering
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SCREEN->GetDevice()->SetRenderState( D3DRS_ZENABLE, FALSE );
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@@ -229,7 +229,7 @@ void Player::RenderPrimitives()
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m_ColorArrowField.Draw();
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m_GhostArrows.Draw();
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if( m_PlayerOptions.m_EffectType == PlayerOptions::EFFECT_STARS )
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if( m_PlayerOptions.m_EffectType == PlayerOptions::EFFECT_SPACE )
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{
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// restire old view and projection
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SCREEN->GetDevice()->SetTransform( D3DTS_VIEW, &matOldView );
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