Created SongOptions Lua interface with a similar design to the PlayerOptions interface. Moved enums that were inside SongOptions out and made them Lua accessible. Removed sAutosyncType and associated things from AdjustSync.cpp because it was unused. Added DefaultNilArgs and FArgGTEZero to LuaBinding as helpers. Moved INTERFACE defines from PlayerOptions.cpp to OptionsBinding.h.
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+10
-10
@@ -135,7 +135,7 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int
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break;
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case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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if( GAMESTATE->m_SongOptions.GetStage().m_LifeType == SongOptions::LIFE_TIME )
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if( GAMESTATE->m_SongOptions.GetStage().m_LifeType == LifeType_Time )
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m_pPrimaryScoreDisplay = new ScoreDisplayLifeTime;
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else
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m_pPrimaryScoreDisplay = new ScoreDisplayOni;
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@@ -570,7 +570,7 @@ void ScreenGameplay::Init()
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// not 100% sure of that. -freem
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if( !GAMESTATE->IsPlayerEnabled(pi->m_pn) && SHOW_LIFE_METER_FOR_DISABLED_PLAYERS )
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{
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if(GAMESTATE->m_SongOptions.GetStage().m_LifeType == SongOptions::LIFE_BAR)
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if(GAMESTATE->m_SongOptions.GetStage().m_LifeType == LifeType_Bar)
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static_cast<LifeMeterBar*>(pi->m_pLifeMeter)->ChangeLife(-1.0f);
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}
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}
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@@ -1017,9 +1017,9 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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RString sType;
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switch( GAMESTATE->m_SongOptions.GetCurrent().m_SoundEffectType )
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{
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case SongOptions::SOUNDEFFECT_OFF: sType = "SoundEffectControl_Off"; break;
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case SongOptions::SOUNDEFFECT_SPEED: sType = "SoundEffectControl_Speed"; break;
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case SongOptions::SOUNDEFFECT_PITCH: sType = "SoundEffectControl_Pitch"; break;
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case SoundEffectType_Off: sType = "SoundEffectControl_Off"; break;
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case SoundEffectType_Speed: sType = "SoundEffectControl_Speed"; break;
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case SoundEffectType_Pitch: sType = "SoundEffectControl_Pitch"; break;
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default: break;
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}
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@@ -1082,7 +1082,7 @@ void ScreenGameplay::LoadNextSong()
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/* If we're in battery mode, force FailImmediate. We assume in Player::Step
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* that failed players can't step. */
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if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == SongOptions::LIFE_BATTERY )
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if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == LifeType_Battery )
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{
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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PO_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, FailType_Immediate );
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@@ -1118,10 +1118,10 @@ void ScreenGameplay::LoadNextSong()
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// reset oni game over graphic
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SET_XY_AND_ON_COMMAND( pi->m_sprOniGameOver );
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if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType==SongOptions::LIFE_BATTERY && pi->GetPlayerStageStats()->m_bFailed ) // already failed
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if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType==LifeType_Battery && pi->GetPlayerStageStats()->m_bFailed ) // already failed
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pi->ShowOniGameOver();
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if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType==SongOptions::LIFE_BAR && pi->m_pLifeMeter )
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if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType==LifeType_Bar && pi->m_pLifeMeter )
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pi->m_pLifeMeter->UpdateNonstopLifebar();
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if( pi->m_pStepsDisplay )
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@@ -1634,7 +1634,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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PlayerNumber pn = pi->GetStepsAndTrailIndex();
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FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
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SongOptions::LifeType lt = GAMESTATE->m_SongOptions.GetCurrent().m_LifeType;
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LifeType lt = GAMESTATE->m_SongOptions.GetCurrent().m_LifeType;
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if( ft == FailType_Off || ft == FailType_EndOfSong )
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continue;
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@@ -1658,7 +1658,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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bool bAllowOniDie = false;
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switch( lt )
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{
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case SongOptions::LIFE_BATTERY:
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case LifeType_Battery:
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bAllowOniDie = true;
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default:
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break;
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