Remove ugly CopyTweening. This is too wildly incompatible with newer
XML features, where there's not necessarily any corrolation between elements of different graphics. This didn't work well, anyway: it'd apply the old tweening queue to the new graphics, but they might have completely different animations. This will cause transitions between NoteSkins to be more abrupt, but we don't use that feature anyway.
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@@ -1194,13 +1194,6 @@ void Actor::SetZTestModeString( const CString &s )
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else ASSERT(0);
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}
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void Actor::CopyTweening( const Actor &from )
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{
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m_current = from.m_current;
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m_start = from.m_start;
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m_Tweens = from.m_Tweens;
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}
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void Actor::Sleep( float time )
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{
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BeginTweening( time, TWEEN_LINEAR );
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@@ -116,7 +116,6 @@ public:
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virtual void Update( float fDeltaTime ); // this can short circuit UpdateInternal
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virtual void UpdateInternal( float fDeltaTime ); // override this
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void UpdateTweening( float fDeltaTime );
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void CopyTweening( const Actor &from );
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const CString &GetName() const { return m_sName; }
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virtual void SetName( const CString &sName ) { m_sName = sName; }
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@@ -138,17 +138,6 @@ void GhostArrowRow::SetHoldIsActive( int iCol )
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m_HoldGhost[iCol]->SetHoldIsActive( true );
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}
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void GhostArrowRow::CopyTweening( const GhostArrowRow &from )
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{
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for( int c=0; c<m_iNumCols; c++ )
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{
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m_GhostDim[c]->CopyTweening( *from.m_GhostDim[c] );
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m_GhostBright[c]->CopyTweening( *from.m_GhostBright[c] );
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m_HoldGhost[c]->CopyTweening( *from.m_HoldGhost[c] );
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}
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ActorFrame::CopyTweening( from );
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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@@ -17,7 +17,6 @@ public:
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virtual ~GhostArrowRow() { Unload(); }
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void CopyTweening( const GhostArrowRow &from );
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void Load( const PlayerState* pPlayerState, float fYReverseOffset );
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void Unload();
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@@ -162,17 +162,7 @@ void NoteField::Update( float fDeltaTime )
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NoteDisplayCols *cur = SearchForSongBeat();
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if( cur != LastDisplay )
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{
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/* The display has changed. We might be in the middle of a step; copy any
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* tweens. */
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if( LastDisplay )
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{
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cur->m_GhostArrowRow.CopyTweening( LastDisplay->m_GhostArrowRow );
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cur->m_ReceptorArrowRow.CopyTweening( LastDisplay->m_ReceptorArrowRow );
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}
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LastDisplay = cur;
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}
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cur->m_ReceptorArrowRow.Update( fDeltaTime );
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cur->m_GhostArrowRow.Update( fDeltaTime );
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@@ -83,13 +83,6 @@ void ReceptorArrowRow::SetPressed( int iCol )
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m_ReceptorArrow[iCol].SetPressed();
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}
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void ReceptorArrowRow::CopyTweening( const ReceptorArrowRow &from )
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{
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for( int c=0; c<m_iNumCols; c++ )
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m_ReceptorArrow[c].CopyTweening( from.m_ReceptorArrow[c] );
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ActorFrame::CopyTweening( from );
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}
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/*
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* (c) 2001-2003 Chris Danford
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* All rights reserved.
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@@ -19,7 +19,6 @@ public:
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void CopyTweening( const ReceptorArrowRow &from );
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void Step( int iCol, TapNoteScore score );
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void SetPressed( int iCol );
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