remove some old experimental stuff
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@@ -430,13 +430,8 @@ void NoteField::DrawPrimitives()
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fDrawScale *= 1 + 0.5f * fabsf( current_po.m_fPerspectiveTilt );
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fDrawScale *= 1 + fabsf( current_po.m_fEffects[PlayerOptions::EFFECT_MINI] );
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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float fFirstDrawScale = g_NoteFieldMode[pn].m_fFirstPixelToDrawScale;
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float fLastDrawScale = g_NoteFieldMode[pn].m_fLastPixelToDrawScale;
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iFirstPixelToDraw = (int)(iFirstPixelToDraw * fFirstDrawScale * fDrawScale);
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iLastPixelToDraw = (int)(iLastPixelToDraw * fLastDrawScale * fDrawScale);
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iFirstPixelToDraw = (int)(iFirstPixelToDraw * fDrawScale);
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iLastPixelToDraw = (int)(iLastPixelToDraw * fDrawScale);
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// Probe for first and last notes on the screen
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@@ -19,7 +19,6 @@ NoteFieldMode g_NoteFieldMode[NUM_PLAYERS];
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NoteFieldMode::NoteFieldMode()
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{
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m_fFirstPixelToDrawScale = m_fLastPixelToDrawScale = 1.0f;
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}
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void NoteFieldMode::BeginDrawTrack(int tn)
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@@ -55,17 +54,6 @@ void NoteFieldMode::Load(const XNode *pNode, int pn)
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/* Required: */
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ASSERT( pNode->GetAttrValue("Name", m_Name ) );
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// if we aren't loading a player, we can bail here.
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if(pn == -1)
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return;
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GetValue( pNode, pn, "PixelsDrawAheadScale", m_fFirstPixelToDrawScale );
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GetValue( pNode, pn, "PixelsDrawBehindScale", m_fLastPixelToDrawScale );
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CString s;
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if( GetValue( pNode, pn, "Judgment", s ) ) m_JudgmentCmd = ParseCommands(s);
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if( GetValue( pNode, pn, "Combo", s ) ) m_ComboCmd = ParseCommands(s);
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}
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NoteFieldPositioning::NoteFieldPositioning(CString fn)
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@@ -24,10 +24,6 @@ struct NoteFieldMode
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CString m_Id;
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float m_fPositionTrackX[MAX_NOTE_TRACKS];
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float m_fFirstPixelToDrawScale, m_fLastPixelToDrawScale;
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Commands m_JudgmentCmd, m_ComboCmd, m_AttackDisplayCmd;
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};
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class NoteFieldPositioning
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@@ -236,12 +236,6 @@ void Player::Load( const NoteData& noteData )
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m_ProTimingDisplay.SetX( JUDGMENT_X(pn,bPlayerUsingBothSides) );
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m_ProTimingDisplay.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
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/* These commands add to the above positioning, and are usually empty. */
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m_Judgment.RunCommands( g_NoteFieldMode[pn].m_JudgmentCmd );
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m_ProTimingDisplay.RunCommands( g_NoteFieldMode[pn].m_JudgmentCmd );
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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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// 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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@@ -8,7 +8,6 @@
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#include "HoldJudgment.h"
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#include "Combo.h"
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#include "NoteDataWithScoring.h"
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#include "ArrowBackdrop.h"
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#include "RageTimer.h"
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#include "ProTimingDisplay.h"
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#include "RageSound.h"
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@@ -78,7 +77,6 @@ protected:
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float m_fOffset[SAMPLE_COUNT]; // for AutoSync
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int m_iOffsetSample;
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ArrowBackdrop m_ArrowBackdrop;
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NoteField* m_pNoteField;
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HoldJudgment m_HoldJudgment[MAX_NOTE_TRACKS];
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