Small cleanup
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@@ -57,18 +57,13 @@ const ThemeMetric<RageColor> LIGHT_DFAILED_COLOR ( "DancingCamera", "DiffuseFail
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// Position of the model in X (one player)
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// Position of the model in X (one player)
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#define MODEL_X_ONE_PLAYER THEME->GetMetricF("DancingCharacters","OnePlayerModelX")
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#define MODEL_X_ONE_PLAYER THEME->GetMetricF("DancingCharacters","OnePlayerModelX")
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// Model spacing during Versus or Battle modes.
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#define MODEL_X_VERSUS THEME->GetMetricF("DancingCharacters","TwoPlayersModelX")
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// As the name implies, this sets the ammount of beats that the camera will
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// As the name implies, this sets the ammount of beats that the camera will
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// stay in its current state until transitioning to the next camera tween.
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// stay in its current state until transitioning to the next camera tween.
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#define AMM_BEATS_TIL_NEXTCAMERA THEME->GetMetricF("DancingCamera","BeatsUntilNextCamPos")
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#define AMM_BEATS_TIL_NEXTCAMERA THEME->GetMetricF("DancingCamera","BeatsUntilNextCamPos")
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#define CAM_FOV THEME->GetMetricF("DancingCamera","CameraFOV")
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#define CAM_FOV THEME->GetMetricF("DancingCamera","CameraFOV")
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// Since we only have two players, set those without changing the table too much.
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const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { +8, -8 };
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int VersusSpacing = (int)MODEL_X_VERSUS;
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const float MODEL_X_TWO_PLAYERS[NUM_PLAYERS] = { VersusSpacing, -VersusSpacing };
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const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 };
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const float MODEL_ROTATIONY_TWO_PLAYERS[NUM_PLAYERS] = { -90, 90 };
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DancingCharacters::DancingCharacters(): m_bDrawDangerLight(false),
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DancingCharacters::DancingCharacters(): m_bDrawDangerLight(false),
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@@ -419,7 +414,7 @@ void DancingCharacters::DrawPrimitives()
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*/
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*/
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}
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}
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/*
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/* 2018 Jose Varela
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* (c) 2003-2004 Chris Danford
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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* All rights reserved.
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*
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*
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