comment/cleanup
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+4
-14
@@ -136,16 +136,14 @@ float LightsManager::GetActorLightLatencySeconds() const
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void LightsManager::Update( float fDeltaTime )
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{
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//
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// Update actor effect lights.
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//
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FOREACH_CabinetLight( cl )
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{
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float fTime = fDeltaTime;
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float &fDuration = m_fSecsLeftInActorLightBlink[cl];
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if( fDuration > 0 )
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{
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/* The light has power left. Brighten it. */
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// The light has power left. Brighten it.
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float fSeconds = min( fDuration, fTime );
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fDuration -= fSeconds;
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fTime -= fSeconds;
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@@ -154,7 +152,7 @@ void LightsManager::Update( float fDeltaTime )
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if( fTime > 0 )
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{
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/* The light is out of power. Dim it. */
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// The light is out of power. Dim it.
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fapproach( m_fActorLights[cl], 0, fTime / g_fLightEffectFalloffSeconds );
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}
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@@ -173,9 +171,7 @@ void LightsManager::Update( float fDeltaTime )
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fapproach( m_fSecsLeftInGameButtonBlink[gc][gb], 0, fDeltaTime );
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}
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//
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// Set new lights state cabinet lights
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//
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{
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ZERO( m_LightsState.m_bCabinetLights );
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ZERO( m_LightsState.m_bGameButtonLights );
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@@ -249,7 +245,7 @@ void LightsManager::Update( float fDeltaTime )
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default: ASSERT(0);
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}
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/* Light the menu buttons. */
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// Light the menu buttons.
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switch( m_LightsMode )
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{
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DEFAULT_FAIL(m_LightsMode);
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@@ -275,7 +271,7 @@ void LightsManager::Update( float fDeltaTime )
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break;
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}
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}
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}
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}
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}
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break;
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case LIGHTSMODE_JOINING:
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@@ -324,9 +320,7 @@ void LightsManager::Update( float fDeltaTime )
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}
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//
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// Update game controller lights
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//
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switch( m_LightsMode )
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{
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case LIGHTSMODE_ATTRACT:
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@@ -351,9 +345,7 @@ void LightsManager::Update( float fDeltaTime )
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{
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if( m_LightsMode == LIGHTSMODE_GAMEPLAY && g_bBlinkGameplayButtonLightsOnNote )
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{
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//
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// Blink on notes.
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//
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_ENUM( GameButton, gb )
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@@ -364,9 +356,7 @@ void LightsManager::Update( float fDeltaTime )
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}
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else
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{
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//
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// Blink on button presses.
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//
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_GameButton_Custom( gb )
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