Simplify.
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@@ -30,9 +30,9 @@ struct NoteColorActor
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NoteColorActor();
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~NoteColorActor();
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void Load( const RString &sButton, const RString &sElement );
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Actor* Get() { return m_p; }
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Actor *Get() { return m_p; }
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private:
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Actor* m_p;
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Actor *m_p;
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};
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struct NoteColorSprite
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@@ -80,17 +80,11 @@ public:
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bool DrawHoldHeadForTapsOnSameRow() const;
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protected:
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private:
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void SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAnimationLengthInBeats, bool bVivid );
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Actor *GetTapNoteActor( float fNoteBeat );
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Actor *GetTapAdditionActor( float fNoteBeat );
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Actor *GetTapMineActor( float fNoteBeat );
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Actor *GetTapLiftActor( float fNoteBeat );
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Actor *GetHoldHeadActor( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Actor *GetHoldTailActor( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Sprite *GetHoldTopCapSprite( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Sprite *GetHoldBodySprite( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Sprite *GetHoldBottomCapSprite( float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Actor *GetTapActor( NoteColorActor &nca, NotePart part, float fNoteBeat );
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Actor *GetHoldActor( NoteColorActor nca[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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Sprite *GetHoldSprite( NoteColorSprite ncs[NUM_HOLD_TYPES][NUM_ACTIVE_TYPES], NotePart part, float fNoteBeat, bool bIsRoll, bool bIsBeingHeld );
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void DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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@@ -98,9 +92,8 @@ protected:
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void DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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void DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset );
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const PlayerState* m_pPlayerState; // to look up PlayerOptions
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struct NoteMetricCache_t *cache;
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const PlayerState *m_pPlayerState; // to look up PlayerOptions
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NoteMetricCache_t *cache;
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NoteColorActor m_TapNote;
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NoteColorActor m_TapAddition;
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@@ -117,7 +110,7 @@ protected:
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#endif
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/*
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* (c) 2001-2004 Brian Bugh, Ben Nordstrom, Chris Danford
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* (c) 2001-2006 Brian Bugh, Ben Nordstrom, Chris Danford, Steve Checkoway
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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