vector<> for members
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@@ -14,9 +14,11 @@ GhostArrowRow::GhostArrowRow()
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{
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{
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m_iNumCols = 0;
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m_iNumCols = 0;
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}
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}
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#include "RageLog.h"
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void GhostArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset )
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void GhostArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset )
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{
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{
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Unload();
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m_PlayerNumber = pn;
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m_PlayerNumber = pn;
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m_fYReverseOffsetPixels = fYReverseOffset;
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m_fYReverseOffsetPixels = fYReverseOffset;
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@@ -24,6 +26,7 @@ void GhostArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffs
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m_iNumCols = pStyle->m_iColsPerPlayer;
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m_iNumCols = pStyle->m_iColsPerPlayer;
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LOG->Trace("xxxsz: %i, %i", sizeof(GhostArrow), sizeof(HoldGhostArrow));
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// init arrows
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// init arrows
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for( int c=0; c<m_iNumCols; c++ )
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for( int c=0; c<m_iNumCols; c++ )
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{
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{
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@@ -32,49 +35,69 @@ void GhostArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffs
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if(Button == "")
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if(Button == "")
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Button = NoteSkinManager::ColToButtonName(c);
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Button = NoteSkinManager::ColToButtonName(c);
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m_GhostDim[c].SetName( "GhostArrowDim" );
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m_GhostDim.push_back( new GhostArrow );
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m_GhostBright[c].SetName( "GhostArrowBright" );
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m_GhostBright.push_back( new GhostArrow );
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m_HoldGhost[c].SetName( "HoldGhostArrow" );
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m_HoldGhost.push_back( new HoldGhostArrow );
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m_GhostDim[c].Init( pn );
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m_GhostDim[c]->SetName( "GhostArrowDim" );
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m_GhostBright[c].Init( pn );
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m_GhostBright[c]->SetName( "GhostArrowBright" );
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//m_HoldGhost[c].Init( pn );
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m_HoldGhost[c]->SetName( "HoldGhostArrow" );
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m_GhostDim[c].Load( NoteSkin, Button, "tap explosion dim" );
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m_GhostDim[c]->Init( pn );
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m_GhostBright[c].Load( NoteSkin, Button, "tap explosion bright" );
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m_GhostBright[c]->Init( pn );
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m_HoldGhost[c].Load( NoteSkin, Button, "hold explosion" );
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//m_HoldGhost[c]->Init( pn );
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m_GhostDim[c]->Load( NoteSkin, Button, "tap explosion dim" );
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m_GhostBright[c]->Load( NoteSkin, Button, "tap explosion bright" );
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m_HoldGhost[c]->Load( NoteSkin, Button, "hold explosion" );
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}
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}
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}
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}
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void GhostArrowRow::Unload()
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{
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for( int i = 0; i < m_iNumCols; ++i )
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{
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delete m_GhostDim[i];
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delete m_GhostBright[i];
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delete m_HoldGhost[i];
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}
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m_GhostDim.clear();
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m_GhostBright.clear();
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m_HoldGhost.clear();
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m_iNumCols = 0;
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}
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void GhostArrowRow::Update( float fDeltaTime )
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void GhostArrowRow::Update( float fDeltaTime )
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{
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{
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for( int c=0; c<m_iNumCols; c++ )
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for( int c=0; c<m_iNumCols; c++ )
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{
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{
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m_GhostDim[c].Update( fDeltaTime );
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m_GhostDim[c]->Update( fDeltaTime );
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m_GhostBright[c].Update( fDeltaTime );
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m_GhostBright[c]->Update( fDeltaTime );
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m_HoldGhost[c].Update( fDeltaTime );
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m_HoldGhost[c]->Update( fDeltaTime );
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const float fX = ArrowGetXPos( m_PlayerNumber, c, 0 );
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const float fX = ArrowGetXPos( m_PlayerNumber, c, 0 );
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const float fY = ArrowGetYPos( m_PlayerNumber, c, 0, m_fYReverseOffsetPixels );
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const float fY = ArrowGetYPos( m_PlayerNumber, c, 0, m_fYReverseOffsetPixels );
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const float fZ = ArrowGetZPos( m_PlayerNumber, c, 0 );
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const float fZ = ArrowGetZPos( m_PlayerNumber, c, 0 );
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m_GhostDim[c].SetX( fX );
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m_GhostDim[c]->SetX( fX );
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m_GhostBright[c].SetX( fX );
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m_GhostBright[c]->SetX( fX );
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m_HoldGhost[c].SetX( fX );
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m_HoldGhost[c]->SetX( fX );
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m_GhostDim[c].SetY( fY );
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m_GhostDim[c]->SetY( fY );
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m_GhostBright[c].SetY( fY );
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m_GhostBright[c]->SetY( fY );
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m_HoldGhost[c].SetY( fY );
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m_HoldGhost[c]->SetY( fY );
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m_GhostDim[c].SetZ( fZ );
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m_GhostDim[c]->SetZ( fZ );
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m_GhostBright[c].SetZ( fZ );
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m_GhostBright[c]->SetZ( fZ );
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m_HoldGhost[c].SetZ( fZ );
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m_HoldGhost[c]->SetZ( fZ );
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const float fZoom = ArrowGetZoom( m_PlayerNumber );
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const float fZoom = ArrowGetZoom( m_PlayerNumber );
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m_GhostDim[c].SetZoom( fZoom );
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m_GhostDim[c]->SetZoom( fZoom );
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m_GhostBright[c].SetZoom( fZoom );
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m_GhostBright[c]->SetZoom( fZoom );
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m_HoldGhost[c].SetZoom( fZoom );
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m_HoldGhost[c]->SetZoom( fZoom );
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}
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}
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}
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}
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@@ -84,9 +107,9 @@ void GhostArrowRow::DrawPrimitives()
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{
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{
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g_NoteFieldMode[m_PlayerNumber].BeginDrawTrack(c);
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g_NoteFieldMode[m_PlayerNumber].BeginDrawTrack(c);
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m_GhostDim[c].Draw();
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m_GhostDim[c]->Draw();
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m_GhostBright[c].Draw();
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m_GhostBright[c]->Draw();
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m_HoldGhost[c].Draw();
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m_HoldGhost[c]->Draw();
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g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
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g_NoteFieldMode[m_PlayerNumber].EndDrawTrack(c);
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}
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}
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@@ -97,24 +120,24 @@ void GhostArrowRow::DidTapNote( int iCol, TapNoteScore score, bool bBright )
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{
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{
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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if( bBright )
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if( bBright )
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m_GhostBright[iCol].Step( score );
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m_GhostBright[iCol]->Step( score );
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else
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else
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m_GhostDim[iCol].Step( score );
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m_GhostDim[iCol]->Step( score );
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}
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}
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void GhostArrowRow::SetHoldIsActive( int iCol )
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void GhostArrowRow::SetHoldIsActive( int iCol )
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{
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{
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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ASSERT( iCol >= 0 && iCol < m_iNumCols );
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m_HoldGhost[iCol].SetHoldIsActive( true );
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m_HoldGhost[iCol]->SetHoldIsActive( true );
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}
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}
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void GhostArrowRow::CopyTweening( const GhostArrowRow &from )
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void GhostArrowRow::CopyTweening( const GhostArrowRow &from )
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{
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{
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for( int c=0; c<m_iNumCols; c++ )
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for( int c=0; c<m_iNumCols; c++ )
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{
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{
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m_GhostDim[c].CopyTweening( from.m_GhostDim[c] );
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m_GhostDim[c]->CopyTweening( *from.m_GhostDim[c] );
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m_GhostBright[c].CopyTweening( from.m_GhostBright[c] );
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m_GhostBright[c]->CopyTweening( *from.m_GhostBright[c] );
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m_HoldGhost[c].CopyTweening( from.m_HoldGhost[c] );
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m_HoldGhost[c]->CopyTweening( *from.m_HoldGhost[c] );
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}
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}
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ActorFrame::CopyTweening( from );
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ActorFrame::CopyTweening( from );
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}
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}
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@@ -15,11 +15,13 @@ class GhostArrowRow : public ActorFrame
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{
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{
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public:
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public:
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GhostArrowRow();
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GhostArrowRow();
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virtual ~GhostArrowRow() { Unload(); }
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virtual void Update( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void DrawPrimitives();
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virtual void CopyTweening( const GhostArrowRow &from );
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virtual void CopyTweening( const GhostArrowRow &from );
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void Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset );
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void Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset );
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void Unload();
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void DidTapNote( int iCol, TapNoteScore score, bool bBright );
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void DidTapNote( int iCol, TapNoteScore score, bool bBright );
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void SetHoldIsActive( int iCol );
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void SetHoldIsActive( int iCol );
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@@ -29,9 +31,9 @@ protected:
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float m_fYReverseOffsetPixels;
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float m_fYReverseOffsetPixels;
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PlayerNumber m_PlayerNumber;
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PlayerNumber m_PlayerNumber;
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GhostArrow m_GhostDim[MAX_NOTE_TRACKS];
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vector<GhostArrow *> m_GhostDim;
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GhostArrow m_GhostBright[MAX_NOTE_TRACKS];
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vector<GhostArrow *> m_GhostBright;
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HoldGhostArrow m_HoldGhost[MAX_NOTE_TRACKS];
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vector<HoldGhostArrow *> m_HoldGhost;
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};
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};
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