cleanup
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@@ -98,7 +98,7 @@ int GradeDisplay::GetFrameIndex( PlayerNumber pn, Grade g )
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case Grade_Tier06: iFrame = 5; break;
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case Grade_Tier07: iFrame = 6; break;
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case Grade_Failed: iFrame = 7; break;
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default: iFrame = 7; break;
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default: iFrame = 7; break;
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}
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iFrame *= iNumCols;
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if( iNumCols==2 )
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@@ -149,7 +149,7 @@ void GradeDisplay::SettleImmediately()
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void GradeDisplay::SettleQuickly()
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{
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if(m_bDoScrolling != 1)
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if( m_bDoScrolling != 1 )
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return;
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/* If we're in the last phase of scrolling, don't do this. */
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@@ -160,7 +160,7 @@ void GradeDisplay::SettleQuickly()
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* is somewhere above that. Shift m_frectCurTexCoords downwards so it's pointing
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* at the same physical place (remember, the grade texture is tiled) but no more
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* than one rotation away from the destination. */
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while(m_frectCurTexCoords.top > m_frectDestTexCoords.top + 1.0f)
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while( m_frectCurTexCoords.top > m_frectDestTexCoords.top + 1.0f )
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{
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m_frectCurTexCoords.top -= 1.0f;
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m_frectCurTexCoords.bottom -= 1.0f;
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