Remove "note skin for beat range", "beat range revision" stuff.
We still load all note skins for a course in advance, and note skins are still sent through the weird "attack queue" stuff.
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@@ -25,7 +25,6 @@ public:
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m_StagePlayerOptions.Init();
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m_StoredPlayerOptions.Init();
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m_BeatToNoteSkin.clear();
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m_fLastDrawnBeat = -100;
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m_HealthState = ALIVE;
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@@ -48,7 +47,6 @@ public:
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m_Inventory[i].MakeBlank();
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}
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void ResetNoteSkins();
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void Update( float fDelta );
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// TODO: Remove use of PlayerNumber. All data about the player should live
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@@ -66,7 +64,6 @@ public:
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//
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// Used in Gameplay
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//
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map<float,CString> m_BeatToNoteSkin;
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mutable float m_fLastDrawnBeat; // Set by NoteField. Used to push NoteSkin-changing modifers back so that the NoteSkin doesn't pop.
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enum HealthState { HOT, ALIVE, DANGER, DEAD };
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