just some small coment+cleanup
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@@ -78,6 +78,7 @@ void StepsDisplayList::LoadFromNode( const XNode* pNode )
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for( unsigned m = 0; m < m_Lines.size(); ++m )
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for( unsigned m = 0; m < m_Lines.size(); ++m )
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{
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{
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// todo: Row1, Row2? also m_sName+"Row" -aj
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m_Lines[m].m_Meter.SetName( "Row" );
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m_Lines[m].m_Meter.SetName( "Row" );
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m_Lines[m].m_Meter.Load( "StepsDisplayListRow", NULL );
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m_Lines[m].m_Meter.Load( "StepsDisplayListRow", NULL );
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this->AddChild( &m_Lines[m].m_Meter );
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this->AddChild( &m_Lines[m].m_Meter );
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+1
-1
@@ -1965,7 +1965,7 @@ bool GameState::ChangePreferredDifficulty( PlayerNumber pn, int dir )
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}
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}
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/* The user may be set to prefer a difficulty that isn't always shown; typically,
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/* The user may be set to prefer a difficulty that isn't always shown; typically,
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* Difficulty_Edit. Return the closest shown difficulty <= m_PreferredDifficulty. */
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* Difficulty_Edit. Return the closest shown difficulty <= m_PreferredDifficulty. */
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Difficulty GameState::GetClosestShownDifficulty( PlayerNumber pn ) const
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Difficulty GameState::GetClosestShownDifficulty( PlayerNumber pn ) const
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{
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{
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const vector<Difficulty> &v = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue();
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const vector<Difficulty> &v = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue();
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+4
-6
@@ -63,7 +63,7 @@ void GrooveRadar::TweenOnScreen()
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{
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{
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m_sprRadarLabels[c].SetX( LABEL_OFFSET_X(c) );
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m_sprRadarLabels[c].SetX( LABEL_OFFSET_X(c) );
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m_sprRadarLabels[c].PlayCommand( "PreDelayOn" );
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m_sprRadarLabels[c].PlayCommand( "PreDelayOn" );
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m_sprRadarLabels[c].BeginTweening( LABEL_ON_DELAY*c ); // sleep
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m_sprRadarLabels[c].BeginTweening( LABEL_ON_DELAY*c ); // sleep
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m_sprRadarLabels[c].PlayCommand( "PostDelayOn" );
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m_sprRadarLabels[c].PlayCommand( "PostDelayOn" );
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}
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}
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@@ -83,9 +83,8 @@ void GrooveRadar::TweenOffScreen()
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{
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{
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m_sprRadarLabels[c].StopTweening();
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m_sprRadarLabels[c].StopTweening();
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m_sprRadarLabels[c].BeginTweening( 0.2f );
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m_sprRadarLabels[c].BeginTweening( 0.2f );
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/* Make sure we undo glow. We do this at the end of TweenIn,
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/* Make sure we undo glow. We do this at the end of TweenIn, but we might
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* but we might tween off before we complete tweening in, and
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* tween off before we complete tweening in, and the glow can remain. */
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* the glow can remain. */
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m_sprRadarLabels[c].SetGlow( RageColor(1,1,1,0) );
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m_sprRadarLabels[c].SetGlow( RageColor(1,1,1,0) );
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m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) );
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m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) );
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}
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}
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@@ -108,7 +107,7 @@ void GrooveRadar::SetFromRadarValues( PlayerNumber pn, const RadarValues &rv )
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m_GrooveRadarValueMap[pn].SetFromSteps( rv );
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m_GrooveRadarValueMap[pn].SetFromSteps( rv );
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}
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}
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void GrooveRadar::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no Song
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void GrooveRadar::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no Song
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{
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{
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if( pSteps == NULL )
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if( pSteps == NULL )
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{
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{
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@@ -120,7 +119,6 @@ void GrooveRadar::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means n
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m_GrooveRadarValueMap[pn].SetFromSteps( rv );
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m_GrooveRadarValueMap[pn].SetFromSteps( rv );
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}
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}
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GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap()
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GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap()
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{
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{
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m_bValuesVisible = false;
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m_bValuesVisible = false;
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