simplify
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@@ -38,6 +38,10 @@ bool ReceptorArrow::Load( CString NoteSkin, PlayerNumber pn, int iColNo )
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m_pPressBlock.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"KeypressBlock") );
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m_pPressBlock.Load( NOTESKIN->GetPathToFromNoteSkinAndButton(NoteSkin,sButton,"KeypressBlock") );
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m_pReceptorWaiting->Command( "effectclock,beat" );
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m_pReceptorGo->Command( "effectclock,beat" );
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m_pPressBlock->Command( "effectclock,beat" );
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// draw pressblock before receptors
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// draw pressblock before receptors
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this->AddChild( m_pPressBlock );
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this->AddChild( m_pPressBlock );
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this->AddChild( m_pReceptorWaiting );
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this->AddChild( m_pReceptorWaiting );
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@@ -50,14 +54,6 @@ void ReceptorArrow::Update( float fDeltaTime )
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{
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{
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ActorFrame::Update( fDeltaTime );
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ActorFrame::Update( fDeltaTime );
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float fPercentIntoBeat = GAMESTATE->m_fSongBeat;
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wrap(fPercentIntoBeat, 1); /* Beats can start in very negative territory */
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// TODO: Generalize this to allow any actor to animate based on the beat.
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m_pReceptorWaiting->SetSecondsIntoAnimation( fPercentIntoBeat );
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m_pReceptorGo->SetSecondsIntoAnimation( fPercentIntoBeat );
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m_pPressBlock->SetSecondsIntoAnimation( fPercentIntoBeat );
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// update pressblock alignment based on scroll direction
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// update pressblock alignment based on scroll direction
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bool bReverse = GAMESTATE->m_PlayerOptions[m_PlayerNumber].GetReversePercentForColumn(m_iColNo) > 0.5;
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bool bReverse = GAMESTATE->m_PlayerOptions[m_PlayerNumber].GetReversePercentForColumn(m_iColNo) > 0.5;
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m_pPressBlock->SetVertAlign( bReverse ? Actor::align_bottom : Actor::align_top );
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m_pPressBlock->SetVertAlign( bReverse ? Actor::align_bottom : Actor::align_top );
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