[splittiming] Re-establish Actor code.
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+19
-2
@@ -34,6 +34,8 @@ REGISTER_ACTOR_CLASS_WITH_NAME( HiddenActor, Actor );
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float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat;
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float Actor::g_fCurrentBGMTimeNoOffset = 0, Actor::g_fCurrentBGMBeatNoOffset = 0;
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vector<float> Actor::g_vfCurrentBGMBeatPlayer(NUM_PlayerNumber, 0);
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vector<float> Actor::g_vfCurrentBGMBeatPlayerNoOffset(NUM_PlayerNumber, 0);
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Actor *Actor::Copy() const { return new Actor(*this); }
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@@ -68,6 +70,12 @@ void Actor::SetBGMTime( float fTime, float fBeat, float fTimeNoOffset, float fBe
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g_fCurrentBGMBeatNoOffset = fBeatNoOffset;
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}
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void Actor::SetPlayerBGMBeat( PlayerNumber pn, float fBeat, float fBeatNoOffset )
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{
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g_vfCurrentBGMBeatPlayer[pn] = fBeat;
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g_vfCurrentBGMBeatPlayerNoOffset[pn] = fBeatNoOffset;
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}
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void Actor::SetBGMLight( int iLightNumber, float fCabinetLights )
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{
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ASSERT( iLightNumber < NUM_CabinetLight );
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@@ -150,8 +158,7 @@ Actor::Actor()
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lua_setfield( L, -2, "ctx" );
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lua_pop( L, 1 );
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LUA->Release( L );
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m_size = RageVector2( 1, 1 );
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InitState();
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m_pParent = NULL;
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@@ -676,6 +683,16 @@ void Actor::UpdateInternal( float fDeltaTime )
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m_fSecsIntoEffect = g_fCurrentBGMBeat;
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break;
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case CLOCK_BGM_BEAT_PLAYER1:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_1] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[PLAYER_1];
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break;
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case CLOCK_BGM_BEAT_PLAYER2:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_2] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayerNoOffset[PLAYER_2];
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break;
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case CLOCK_BGM_TIME:
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m_fEffectDelta = g_fCurrentBGMTime - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_fCurrentBGMTime;
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