simplify rarely-used Load2
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@@ -39,21 +39,13 @@ ActorScroller::ActorScroller()
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}
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void ActorScroller::Load2(
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float fSecondsPerItem,
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float fNumItemsToDraw,
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float fItemWidth,
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float fItemHeight,
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bool bLoop,
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float fSecondsPerItem,
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float fSecondsPauseBetweenItems )
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bool bLoop )
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{
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Load3( fSecondsPerItem, fNumItemsToDraw, false,
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ssprintf("function(self,offset,itemIndex,numItems) self:y(%f*offset) end",fItemHeight), 1, bLoop );
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m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems;
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ScrollThroughAllItems();
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EnableMask( fItemWidth, fItemHeight );
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}
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void ActorScroller::Load3(
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@@ -14,12 +14,10 @@ public:
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ActorScroller();
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void Load2(
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float fSecondsPerItem,
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float fNumItemsToDraw,
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float fItemWidth,
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float fItemHeight,
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bool bLoop,
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float fSecondsPerItem,
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float fSecondsPauseBetweenItems );
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bool bLoop );
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void Load3(
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float fSecondsPerItem,
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@@ -47,6 +45,7 @@ public:
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void ScrollThroughAllItems();
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void ScrollWithPadding( float fItemPaddingStart, float fItemPaddingEnd );
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void SetPauseCountdownSeconds( float fSecs ) { m_fPauseCountdownSeconds = fSecs; }
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void SetSecondsPauseBetweenItems( float fSeconds ) { m_fSecondsPauseBetweenItems = fSeconds; }
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float GetSecondsForCompleteScrollThrough() const;
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//
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@@ -78,12 +78,13 @@ void CourseContentsList::SetFromGameState()
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bool bLoop = pMasterTrail->m_vEntries.size() > uNumEntriesToShow;
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this->Load2(
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(float)MAX_VISIBLE_ITEMS,
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m_vpDisplay[0]->GetUnzoomedWidth(),
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m_vpDisplay[0]->GetUnzoomedHeight(),
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bLoop,
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0.7f,
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0.7f );
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(float)MAX_VISIBLE_ITEMS,
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m_vpDisplay[0]->GetUnzoomedHeight(),
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bLoop );
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this->EnableMask( m_vpDisplay[0]->GetUnzoomedWidth(), m_vpDisplay[0]->GetUnzoomedHeight() );
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this->SetSecondsPauseBetweenItems( 0.7f );
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this->ScrollThroughAllItems();
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this->SetCurrentAndDestinationItem( (MAX_VISIBLE_ITEMS-1)/2 );
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if( bLoop )
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@@ -365,8 +365,9 @@ void ScoreScroller::Load(
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for( int i=0; i<iNumCopies; ++i )
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this->AddChild( new ScoreRowItem(ItemTemplate) );
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DynamicActorScroller::Load2( (float) m_metricSongScoreRowsToDraw, SCREEN_WIDTH, fItemHeight, false, SONG_SCORE_SECONDS_PER_ROW, 0 );
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DynamicActorScroller::Load2( SONG_SCORE_SECONDS_PER_ROW, (float) m_metricSongScoreRowsToDraw, fItemHeight, false );
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DynamicActorScroller::EnableMask( SCREEN_WIDTH, fItemHeight );
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DynamicActorScroller::ScrollThroughAllItems();
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m_iNumItems = m_vScoreRowItemData.size();
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}
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