remove some old experimental stuff
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@@ -76,7 +76,6 @@ Player::Player()
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m_iOffsetSample = 0;
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this->AddChild( &m_ArrowBackdrop );
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this->AddChild( &m_Judgment );
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this->AddChild( &m_ProTimingDisplay );
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this->AddChild( &m_Combo );
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@@ -160,8 +159,6 @@ void Player::Load( const NoteData& noteData )
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/* Ensure that this is up-to-date. */
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GAMESTATE->m_pPosition->Load(pn);
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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// init steps
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m_NoteData.Init();
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bool bOniDead = GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY &&
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@@ -220,11 +217,6 @@ void Player::Load( const NoteData& noteData )
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int iStartDrawingAtPixels = GAMESTATE->m_bEditing ? -100 : START_DRAWING_AT_PIXELS;
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int iStopDrawingAtPixels = GAMESTATE->m_bEditing ? 400 : STOP_DRAWING_AT_PIXELS;
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m_ArrowBackdrop.Unload();
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CString BackdropName = g_NoteFieldMode[pn].m_Backdrop;
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if( !BackdropName.empty() )
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m_ArrowBackdrop.LoadFromAniDir( THEME->GetPathToB( BackdropName ) );
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float fNoteFieldMiddle = (GRAY_ARROWS_Y_STANDARD+GRAY_ARROWS_Y_REVERSE)/2;
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if( m_pNoteField )
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@@ -232,7 +224,6 @@ void Player::Load( const NoteData& noteData )
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m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
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if( m_pNoteField )
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m_pNoteField->Load( &m_NoteData, m_pPlayerState, iStartDrawingAtPixels, iStopDrawingAtPixels, m_fNoteFieldHeight );
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m_ArrowBackdrop.SetPlayer( pn );
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const bool bReverse = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetReversePercentForColumn(0) == 1;
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyle()->m_StyleType==ONE_PLAYER_TWO_SIDES;
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@@ -251,12 +242,6 @@ void Player::Load( const NoteData& noteData )
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m_Combo.RunCommands( g_NoteFieldMode[pn].m_ComboCmd );
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m_AttackDisplay.RunCommands( g_NoteFieldMode[pn].m_AttackDisplayCmd );
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for( int c=0; c<pStyle->m_iColsPerPlayer; c++ )
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{
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NoteFieldMode &mode = g_NoteFieldMode[pn];
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m_HoldJudgment[c].RunCommands( mode.m_HoldJudgmentCmd[c] );
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}
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// Need to set Y positions of all these elements in Update since
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// they change depending on PlayerOptions.
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@@ -317,10 +302,6 @@ void Player::Update( float fDeltaTime )
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}
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}
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float fPercentReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(0);
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float fGrayYPos = SCALE( fPercentReverse, 0.f, 1.f, GRAY_ARROWS_Y_STANDARD, GRAY_ARROWS_Y_REVERSE );
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m_ArrowBackdrop.SetY( fGrayYPos );
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// NoteField accounts for reverse on its own now.
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//if( m_pNoteField )
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// m_pNoteField->SetY( fGrayYPos );
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@@ -563,7 +544,6 @@ void Player::DrawPrimitives()
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// Draw these below everything else.
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m_ArrowBackdrop.Draw();
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if( m_pPlayerState->m_PlayerOptions.m_fBlind == 0 )
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m_Combo.Draw();
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