Update to use the new ModsGroup api.
This commit is contained in:
@@ -697,11 +697,11 @@ void ScreenEdit::Init()
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const RString &sNoteSkin = EDITOR_NOTE_SKINS[pn];
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if( NOTESKIN->DoesNoteSkinExist(sNoteSkin) )
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Stage, .m_sNoteSkin = sNoteSkin );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, sNoteSkin );
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}
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m_PlayerStateEdit.m_PlayerNumber = PLAYER_1;
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MODS_GROUP_ASSIGN( m_PlayerStateEdit.m_PlayerOptions, ModsLevel_Stage, .m_sNoteSkin = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetStage().m_sNoteSkin );
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MODS_GROUP_ASSIGN( m_PlayerStateEdit.m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetStage().m_sNoteSkin );
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m_pSteps->GetNoteData( m_NoteDataEdit );
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m_NoteFieldEdit.SetXY( EDIT_X, EDIT_Y );
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@@ -728,6 +728,7 @@ void ScreenEdit::Init()
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m_Player->Init( "Player", GAMESTATE->m_pPlayerState[PLAYER_1], NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
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m_Player->CacheAllUsedNoteSkins();
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
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m_Player->SetXY( PLAYER_X, PLAYER_Y );
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this->AddChild( m_Player );
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@@ -774,7 +775,7 @@ void ScreenEdit::Init()
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ScreenEdit::~ScreenEdit()
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{
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FOREACH_PlayerNumber( pn )
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Stage, .m_sNoteSkin = m_sOldNoteSkins[pn] );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, m_sOldNoteSkins[pn] );
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// UGLY: Don't delete the Song's steps.
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m_songLastSave.DetachSteps();
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@@ -1256,7 +1257,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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fScrollSpeed = fSpeeds[iSpeed];
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}
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MODS_GROUP_ASSIGN( pPlayerState->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = fScrollSpeed );
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MODS_GROUP_ASSIGN( pPlayerState->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, fScrollSpeed );
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break;
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}
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@@ -1388,7 +1389,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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DoHelp();
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break;
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case EDIT_BUTTON_TOGGLE_ASSIST_TICK:
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_bAssistTick ^= 1 );
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MODS_GROUP_TOGGLE( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_bAssistTick );
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break;
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case EDIT_BUTTON_OPEN_NEXT_STEPS:
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case EDIT_BUTTON_OPEN_PREV_STEPS:
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@@ -1783,7 +1784,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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}
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g_fLastInsertAttackPositionSeconds = fStart;
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g_fLastInsertAttackDurationSeconds = fEnd - fStart;
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, = po );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
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SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromInsertCourseAttackPlayerOptions );
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}
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@@ -2027,7 +2028,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
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TransitionEditState( STATE_EDITING );
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break;
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case EDIT_BUTTON_TOGGLE_ASSIST_TICK:
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_bAssistTick ^= 1 );
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MODS_GROUP_TOGGLE( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_bAssistTick );
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break;
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case EDIT_BUTTON_TOGGLE_AUTOPLAY:
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{
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@@ -2150,7 +2151,7 @@ void ScreenEdit::TransitionEditState( EditState em )
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{
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case STATE_RECORDING:
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case STATE_RECORDING_PAUSED:
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, .m_fScrolls[PlayerOptions::SCROLL_CENTERED] = 1.0f );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fScrolls[PlayerOptions::SCROLL_CENTERED], 1.0f );
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break;
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}
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@@ -2208,7 +2209,6 @@ void ScreenEdit::TransitionEditState( EditState em )
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/* If we're in course display mode, set that up. */
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SetupCourseAttacks();
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m_Player->CacheAllUsedNoteSkins();
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m_Player.Load( m_NoteDataEdit );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PREFSMAN->m_AutoPlay;
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@@ -2468,7 +2468,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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if( iAttack >= 0 )
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po.FromString( ce.attacks[iAttack].sModifiers );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Preferred, = po );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
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SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromInsertCourseAttackPlayerOptions );
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}
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}
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