support for Actor hierarchies, and re-write of RageMusic.
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@@ -239,7 +239,7 @@ void Player::SetSteps( const Steps& newSteps, bool bLoadOnlyLeftSide, bool bLoad
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}
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void Player::Update( const float &fDeltaTime, float fSongBeat, float fMaxBeatDifference )
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void Player::Update( float fDeltaTime, float fSongBeat, float fMaxBeatDifference )
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{
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//RageLog( "Player::Update(%f, %f, %f)", fDeltaTime, fSongBeat, fMaxBeatDifference );
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@@ -439,14 +439,14 @@ float Player::GetArrowColumnX( int iColNum )
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return m_fArrowsCenterX + fColOffsetFromCenter * ARROW_SIZE;
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}
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void Player::UpdateGrayArrows( const float &fDeltaTime )
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void Player::UpdateGrayArrows( float fDeltaTime )
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{
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for( int i=0; i < m_iNumColumns; i++ ) {
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m_GrayArrow[i].Update( fDeltaTime );
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}
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}
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void Player::UpdateGhostArrows( const float &fDeltaTime )
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void Player::UpdateGhostArrows( float fDeltaTime )
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{
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for( int i=0; i < m_iNumColumns; i++ ) {
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m_GhostArrow[i].Update( fDeltaTime );
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@@ -499,7 +499,7 @@ void Player::GhostArrowStep( int index, StepScore score )
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m_GhostArrow[index].Step( score );
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}
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void Player::UpdateColorArrows( const float &fDeltaTime )
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void Player::UpdateColorArrows( float fDeltaTime )
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{
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int iIndexFirstArrowToDraw = BeatToStepIndex( m_fSongBeat - 2.0f ); // 2 beats earlier
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if( iIndexFirstArrowToDraw < 0 ) iIndexFirstArrowToDraw = 0;
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@@ -568,7 +568,7 @@ void Player::SetJudgementX( int iNewX )
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m_sprJudgement.SetXY( iNewX, JUDGEMENT_Y );
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}
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void Player::UpdateJudgement( const float &fDeltaTime )
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void Player::UpdateJudgement( float fDeltaTime )
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{
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if( m_fJudgementDisplayCountdown > 0.0 )
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m_fJudgementDisplayCountdown -= fDeltaTime;
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@@ -615,7 +615,7 @@ void Player::SetComboX( int iNewX )
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m_ComboNumber.SetXY( iNewX-50, COMBO_Y );
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}
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void Player::UpdateCombo( const float &fDeltaTime )
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void Player::UpdateCombo( float fDeltaTime )
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{
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m_sprCombo.Update( fDeltaTime );
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m_ComboNumber.Update( fDeltaTime );
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@@ -663,7 +663,7 @@ void Player::SetLifeMeterX( int iNewX )
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m_sprLifeMeterPills.SetXY( iNewX, LIFEMETER_PILLS_Y );
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}
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void Player::UpdateLifeMeter( const float &fDeltaTime )
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void Player::UpdateLifeMeter( float fDeltaTime )
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{
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m_sprLifeMeterFrame.Update( fDeltaTime );
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m_sprLifeMeterPills.Update( fDeltaTime );
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@@ -728,7 +728,7 @@ void Player::SetScoreX( int iNewX )
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m_ScoreNumber.SetXY( iNewX, SCORE_Y );
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}
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void Player::UpdateScore( const float &fDeltaTime )
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void Player::UpdateScore( float fDeltaTime )
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{
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m_sprScoreFrame.Update( fDeltaTime );
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m_ScoreNumber.Update( fDeltaTime );
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