Remove a little overhead from the BeginnerHelper::Update() path.
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@@ -216,31 +216,28 @@ void BeginnerHelper::DrawPrimitives()
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void BeginnerHelper::Step( int pn, int CSTEP )
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{
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LOG->Trace( "BeginnerHelper::Step()" );
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// First make sure this player is on beginner mode and enabled... The difficulty check may be redundant, tho.
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if( (GAMESTATE->IsHumanPlayer(pn)) && (GAMESTATE->m_pCurNotes[pn]->GetDifficulty() == DIFFICULTY_BEGINNER) )
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ShowStepCircle( pn, CSTEP);
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m_mDancer[pn].StopTweening();
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m_mDancer[pn].SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween.
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switch( CSTEP )
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{
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ShowStepCircle( pn, CSTEP);
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case ST_LEFT: m_mDancer[pn].PlayAnimation( "Step-LEFT", 1.5f ); break;
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case ST_RIGHT: m_mDancer[pn].PlayAnimation( "Step-RIGHT", 1.5f ); break;
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case ST_UP: m_mDancer[pn].PlayAnimation( "Step-UP", 1.5f ); break;
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case ST_DOWN: m_mDancer[pn].PlayAnimation( "Step-DOWN", 1.5f ); break;
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case ST_JUMPLR: m_mDancer[pn].PlayAnimation( "Step-JUMPLR", 1.5f ); break;
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case ST_JUMPUD:
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// Until I can get an UP+DOWN jump animation, this will have to do.
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m_mDancer[pn].PlayAnimation( "Step-JUMPLR", 1.5f );
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m_mDancer[pn].StopTweening();
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m_mDancer[pn].SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween.
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switch( CSTEP )
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{
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case ST_LEFT: m_mDancer[pn].PlayAnimation( "Step-LEFT", 1.5f ); break;
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case ST_RIGHT: m_mDancer[pn].PlayAnimation( "Step-RIGHT", 1.5f ); break;
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case ST_UP: m_mDancer[pn].PlayAnimation( "Step-UP", 1.5f ); break;
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case ST_DOWN: m_mDancer[pn].PlayAnimation( "Step-DOWN", 1.5f ); break;
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case ST_JUMPLR: m_mDancer[pn].PlayAnimation( "Step-JUMPLR", 1.5f ); break;
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case ST_JUMPUD:
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// Until I can get an UP+DOWN jump animation, this will have to do.
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m_mDancer[pn].PlayAnimation( "Step-JUMPLR", 1.5f );
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m_mDancer[pn].StopTweening();
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m_mDancer[pn].BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR );
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m_mDancer[pn].SetRotationY( 90 );
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m_mDancer[pn].BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames
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m_mDancer[pn].BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
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m_mDancer[pn].SetRotationY( 0 );
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break;
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}
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m_mDancer[pn].BeginTweening( GAMESTATE->m_fCurBPS /8, TWEEN_LINEAR );
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m_mDancer[pn].SetRotationY( 90 );
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m_mDancer[pn].BeginTweening( (1/(GAMESTATE->m_fCurBPS * 2) ) ); //sleep between jump-frames
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m_mDancer[pn].BeginTweening( GAMESTATE->m_fCurBPS /6, TWEEN_LINEAR );
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m_mDancer[pn].SetRotationY( 0 );
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break;
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}
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}
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