Added the BattleRaveMirror metric.
If you guys want your battles to not be mirrored/turned, this is the metric to change. By default, it's on ITG behavior.
This commit is contained in:
+21
-15
@@ -198,6 +198,9 @@ ThemeMetric<int> COMBO_STOPPED_AT ( "Player", "ComboStoppedAt" );
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ThemeMetric<float> ATTACK_RUN_TIME_RANDOM ( "Player", "AttackRunTimeRandom" );
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ThemeMetric<float> ATTACK_RUN_TIME_MINE ( "Player", "AttackRunTimeMine" );
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/** @brief Will battle modes have their steps mirrored or kept the same? */
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ThemeMetric<bool> BATTLE_RAVE_MIRROR ( "Player", "BattleRaveMirror" );
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float Player::GetWindowSeconds( TimingWindow tw )
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{
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float fSecs = m_fTimingWindowSeconds[tw];
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@@ -558,23 +561,26 @@ void Player::Load()
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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NoteDataUtil::TransformNoteData( m_NoteData, m_pPlayerState->m_PlayerOptions.GetStage(), st );
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// shuffle either p1 or p2
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static int count = 0;
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switch( count )
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if (BATTLE_RAVE_MIRROR)
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{
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case 0:
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case 3:
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NoteDataUtil::Turn( m_NoteData, st, NoteDataUtil::left);
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break;
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case 1:
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case 2:
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NoteDataUtil::Turn( m_NoteData, st, NoteDataUtil::right);
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break;
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default:
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ASSERT(0);
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// shuffle either p1 or p2
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static int count = 0;
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switch( count )
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{
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case 0:
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case 3:
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NoteDataUtil::Turn( m_NoteData, st, NoteDataUtil::left);
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break;
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case 1:
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case 2:
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NoteDataUtil::Turn( m_NoteData, st, NoteDataUtil::right);
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break;
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default:
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ASSERT(0);
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}
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count++;
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count %= 4;
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}
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count++;
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count %= 4;
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}
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break;
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}
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