cleanup
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@@ -36,11 +36,6 @@ void GhostArrow::Load( CString sNoteSkin, CString sButton, CString sElement )
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}
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}
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void GhostArrow::Init( PlayerNumber pn )
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{
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m_PlayerNumber = pn;
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}
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void GhostArrow::Step( TapNoteScore score )
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{
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FOREACH_TapNoteScore( i )
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@@ -15,12 +15,10 @@ public:
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GhostArrow();
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void Load( CString sNoteSkin, CString sButton, CString sFile );
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virtual void Init( PlayerNumber pn );
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void Step( TapNoteScore score );
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protected:
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PlayerNumber m_PlayerNumber;
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Sprite m_spr[NUM_TAP_NOTE_SCORES];
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apActorCommands m_acScoreCommand[NUM_TAP_NOTE_SCORES];
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};
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@@ -32,8 +32,6 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, CString NoteSkin, flo
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// init arrows
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for( int c=0; c<m_iNumCols; c++ )
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{
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// TODO: Remove indexing by PlayerNumber;
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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CString Button = GAMESTATE->GetCurrentGame()->ColToButtonName( c );
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m_GhostDim.push_back( new GhostArrow );
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@@ -44,10 +42,6 @@ void GhostArrowRow::Load( const PlayerState* pPlayerState, CString NoteSkin, flo
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m_GhostBright[c]->SetName( "GhostArrowBright" );
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m_HoldGhost[c]->SetName( "HoldGhostArrow" );
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m_GhostDim[c]->Init( pn );
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m_GhostBright[c]->Init( pn );
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//m_HoldGhost[c]->Init( pn );
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m_GhostDim[c]->Load( NoteSkin, Button, "tap explosion dim" );
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m_GhostBright[c]->Load( NoteSkin, Button, "tap explosion bright" );
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m_HoldGhost[c]->Load( NoteSkin, Button, "hold explosion" );
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