use builtins for booleans
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@@ -258,7 +258,7 @@ bool KSFLoader::LoadFromDir( CString sDir, Song &out )
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if( !arrayPossibleMusic.empty() ) // we found a match
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if( !arrayPossibleMusic.empty() ) // we found a match
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out.m_sMusicFile = arrayPossibleMusic[0];
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out.m_sMusicFile = arrayPossibleMusic[0];
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return TRUE;
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return true;
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}
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}
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@@ -29,7 +29,7 @@ Sprite::Sprite()
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m_bDrawIfTextureNull = false;
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m_bDrawIfTextureNull = false;
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m_iNumStates = 0;
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m_iNumStates = 0;
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m_iCurState = 0;
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m_iCurState = 0;
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m_bIsAnimating = TRUE;
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m_bIsAnimating = true;
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m_fSecsIntoState = 0.0;
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m_fSecsIntoState = 0.0;
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m_bUsingCustomTexCoords = false;
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m_bUsingCustomTexCoords = false;
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}
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}
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@@ -101,7 +101,7 @@ bool Sprite::LoadFromSpriteFile( CString sSpritePath, RageTexturePrefs prefs )
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break;
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break;
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if( m_iStateToFrame[i] >= m_pTexture->GetNumFrames() )
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if( m_iStateToFrame[i] >= m_pTexture->GetNumFrames() )
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throw RageException( "In '%s', %s is %d, but the texture %s only has %d frames.",
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throw RageException( "In '%s', %s is %d, but the texture %s only has %d frames.",
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m_sSpritePath.GetString(), sFrameKey.GetString(), m_iStateToFrame[i], sTexturePath, m_pTexture->GetNumFrames() );
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m_sSpritePath.GetString(), sFrameKey.GetString(), m_iStateToFrame[i], sTexturePath.GetString(), m_pTexture->GetNumFrames() );
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m_fDelay[i] = 0.2f;
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m_fDelay[i] = 0.2f;
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if( !ini.GetValueF( "Sprite", sDelayKey, m_fDelay[i] ) )
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if( !ini.GetValueF( "Sprite", sDelayKey, m_fDelay[i] ) )
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break;
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break;
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@@ -239,7 +239,7 @@ void Sprite::DrawPrimitives()
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}
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}
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else
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else
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{
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{
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UINT uFrameNo = m_iStateToFrame[m_iCurState];
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unsigned int uFrameNo = m_iStateToFrame[m_iCurState];
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const RectF *pTexCoordRect = m_pTexture->GetTextureCoordRect( uFrameNo );
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const RectF *pTexCoordRect = m_pTexture->GetTextureCoordRect( uFrameNo );
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v[0].t = RageVector2( pTexCoordRect->left, pTexCoordRect->top ); // top left
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v[0].t = RageVector2( pTexCoordRect->left, pTexCoordRect->top ); // top left
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@@ -43,8 +43,8 @@ public:
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virtual void DrawPrimitives();
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virtual void DrawPrimitives();
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virtual void Update( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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virtual void StartAnimating() { m_bIsAnimating = TRUE; if(m_pTexture) m_pTexture->Play(); };
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virtual void StartAnimating() { m_bIsAnimating = true; if(m_pTexture) m_pTexture->Play(); };
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virtual void StopAnimating() { m_bIsAnimating = FALSE; if(m_pTexture) m_pTexture->Pause(); };
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virtual void StopAnimating() { m_bIsAnimating = false; if(m_pTexture) m_pTexture->Pause(); };
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virtual void SetState( int iNewState );
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virtual void SetState( int iNewState );
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int GetNumStates() { return m_iNumStates; };
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int GetNumStates() { return m_iNumStates; };
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