Update to use the new ModsGroup api.
This commit is contained in:
@@ -258,7 +258,7 @@ bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller )
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default: break;
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default: break;
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}
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}
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, = po );
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GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
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return true; // don't check any more
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return true; // don't check any more
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@@ -772,12 +772,12 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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{
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{
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PlayerOptions po;
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PlayerOptions po;
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GAMESTATE->GetDefaultPlayerOptions( po );
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GAMESTATE->GetDefaultPlayerOptions( po );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = po );
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
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}
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}
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SongOptions so;
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SongOptions so;
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GAMESTATE->GetDefaultSongOptions( so );
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GAMESTATE->GetDefaultSongOptions( so );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, = so );
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GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
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}
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}
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// HACK: Set life type to BATTERY just once here so it happens once and
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// HACK: Set life type to BATTERY just once here so it happens once and
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// we don't override the user's changes if they back out.
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// we don't override the user's changes if they back out.
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@@ -785,7 +785,8 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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GAMESTATE->m_PlayMode != OldPlayMode &&
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GAMESTATE->m_PlayMode != OldPlayMode &&
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GAMESTATE->m_SongOptions.GetStage().m_LifeType == SongOptions::LIFE_BAR )
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GAMESTATE->m_SongOptions.GetStage().m_LifeType == SongOptions::LIFE_BAR )
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{
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{
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_LifeType = SongOptions::LIFE_BATTERY );
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//MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_LifeType = SongOptions::LIFE_BATTERY );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
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}
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}
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}
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}
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+11
-11
@@ -234,7 +234,7 @@ void GameState::Reset()
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SongOptions so;
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SongOptions so;
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GAMESTATE->GetDefaultSongOptions( so );
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GAMESTATE->GetDefaultSongOptions( so );
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MODS_GROUP_ASSIGN( m_SongOptions, ModsLevel_Preferred, = so );
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m_SongOptions.Assign( ModsLevel_Preferred, so );
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FOREACH_PlayerNumber(p)
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FOREACH_PlayerNumber(p)
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{
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{
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@@ -248,7 +248,7 @@ void GameState::Reset()
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PlayerOptions po;
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PlayerOptions po;
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GAMESTATE->GetDefaultPlayerOptions( po );
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GAMESTATE->GetDefaultPlayerOptions( po );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Preferred, = po );
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
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}
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}
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FOREACH_PlayerNumber(p)
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FOREACH_PlayerNumber(p)
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@@ -369,7 +369,7 @@ void GameState::PlayersFinalized()
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* sets a default of "reverse", and the player turns it off, we should
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* sets a default of "reverse", and the player turns it off, we should
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* set it off. However, don't reset modifiers that aren't saved by the
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* set it off. However, don't reset modifiers that aren't saved by the
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* profile, so we don't ignore unsaved modifiers when a profile is in use. */
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* profile, so we don't ignore unsaved modifiers when a profile is in use. */
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, .ResetSavedPrefs() );
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MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, ResetSavedPrefs );
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GAMESTATE->ApplyPreferredModifiers( pn, sModifiers );
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GAMESTATE->ApplyPreferredModifiers( pn, sModifiers );
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}
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}
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// Only set the sort order if it wasn't already set by a GameCommand (or by an earlier profile)
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// Only set the sort order if it wasn't already set by a GameCommand (or by an earlier profile)
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@@ -485,8 +485,8 @@ void GameState::BeginStage()
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GAMESTATE->ResetStageStatistics();
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GAMESTATE->ResetStageStatistics();
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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MODS_GROUP_ASSIGN( m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = m_pPlayerState[p]->m_PlayerOptions.GetPreferred() );
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m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, m_pPlayerState[p]->m_PlayerOptions.GetPreferred() );
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MODS_GROUP_ASSIGN( m_SongOptions, ModsLevel_Stage, = m_SongOptions.GetPreferred() );
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m_SongOptions.Assign( ModsLevel_Stage, m_SongOptions.GetPreferred() );
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m_iNumStagesOfThisSong = GetNumStagesForCurrentSong();
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m_iNumStagesOfThisSong = GetNumStagesForCurrentSong();
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ASSERT( m_iNumStagesOfThisSong != -1 );
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ASSERT( m_iNumStagesOfThisSong != -1 );
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@@ -1073,14 +1073,14 @@ void GameState::GetDefaultSongOptions( SongOptions &so )
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void GameState::ApplyPreferredModifiers( PlayerNumber pn, RString sModifiers )
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void GameState::ApplyPreferredModifiers( PlayerNumber pn, RString sModifiers )
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{
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{
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MODS_GROUP_ASSIGN( m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, .FromString(sModifiers) );
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m_pPlayerState[pn]->m_PlayerOptions.FromString( ModsLevel_Preferred, sModifiers );
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MODS_GROUP_ASSIGN( m_SongOptions, ModsLevel_Preferred, .FromString(sModifiers) );
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m_SongOptions.FromString( ModsLevel_Preferred, sModifiers );
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}
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}
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void GameState::ApplyStageModifiers( PlayerNumber pn, RString sModifiers )
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void GameState::ApplyStageModifiers( PlayerNumber pn, RString sModifiers )
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{
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{
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MODS_GROUP_ASSIGN( m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Stage, .FromString(sModifiers) );
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m_pPlayerState[pn]->m_PlayerOptions.FromString( ModsLevel_Stage, sModifiers );
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MODS_GROUP_ASSIGN( m_SongOptions, ModsLevel_Stage, .FromString(sModifiers) );
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m_SongOptions.FromString( ModsLevel_Stage, sModifiers );
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}
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}
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void GameState::ResetOptions()
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void GameState::ResetOptions()
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@@ -1089,11 +1089,11 @@ void GameState::ResetOptions()
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{
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{
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PlayerOptions po;
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PlayerOptions po;
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GetDefaultPlayerOptions( po );
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GetDefaultPlayerOptions( po );
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MODS_GROUP_ASSIGN( m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Preferred, = po );
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m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
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}
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}
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SongOptions so;
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SongOptions so;
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GetDefaultSongOptions( so );
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GetDefaultSongOptions( so );
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MODS_GROUP_ASSIGN( m_SongOptions, ModsLevel_Preferred, = so );
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m_SongOptions.Assign( ModsLevel_Preferred, so );
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}
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}
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bool GameState::IsDisqualified( PlayerNumber pn )
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bool GameState::IsDisqualified( PlayerNumber pn )
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@@ -121,10 +121,10 @@ void MusicWheel::Load( RString sType )
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FOREACH_HumanPlayer( p )
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FOREACH_HumanPlayer( p )
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{
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{
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GAMESTATE->m_pCurSteps[p].Set( pSteps );
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GAMESTATE->m_pCurSteps[p].Set( pSteps );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = po);
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
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GAMESTATE->m_PreferredDifficulty[p].Set( pSteps->GetDifficulty() );
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GAMESTATE->m_PreferredDifficulty[p].Set( pSteps->GetDifficulty() );
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}
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}
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, = so );
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GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
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}
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}
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/* Update for SORT_MOST_PLAYED. */
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/* Update for SORT_MOST_PLAYED. */
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@@ -139,7 +139,7 @@ void PlayerState::RebuildPlayerOptionsFromActiveAttacks()
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continue; /* hasn't started yet */
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continue; /* hasn't started yet */
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po.FromString( m_ActiveAttacks[s].sModifiers );
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po.FromString( m_ActiveAttacks[s].sModifiers );
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}
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}
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MODS_GROUP_ASSIGN( m_PlayerOptions, ModsLevel_Song, = po );
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m_PlayerOptions.Assign( ModsLevel_Song, po );
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int iSumOfAttackLevels = GetSumOfActiveAttackLevels();
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int iSumOfAttackLevels = GetSumOfActiveAttackLevels();
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@@ -481,7 +481,7 @@ class DebugLineAssistTick : public IDebugLine
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virtual void Do( RString &sMessageOut )
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virtual void Do( RString &sMessageOut )
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{
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{
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bool bAssistTick = !GAMESTATE->m_SongOptions.GetSong().m_bAssistTick;
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bool bAssistTick = !GAMESTATE->m_SongOptions.GetSong().m_bAssistTick;
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, .m_bAssistTick = bAssistTick );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, m_bAssistTick, bAssistTick );
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MESSAGEMAN->Broadcast( Message_AssistTickChanged );
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MESSAGEMAN->Broadcast( Message_AssistTickChanged );
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IDebugLine::Do( sMessageOut );
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IDebugLine::Do( sMessageOut );
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}
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}
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@@ -506,7 +506,7 @@ class DebugLineAutosync : public IDebugLine
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{
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{
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SongOptions::AutosyncType as = enum_add2( GAMESTATE->m_SongOptions.GetSong().m_AutosyncType, 1 );
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SongOptions::AutosyncType as = enum_add2( GAMESTATE->m_SongOptions.GetSong().m_AutosyncType, 1 );
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wrap( (int&)as, SongOptions::NUM_AUTOSYNC_TYPES );
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wrap( (int&)as, SongOptions::NUM_AUTOSYNC_TYPES );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, .m_AutosyncType = as );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, m_AutosyncType, as );
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MESSAGEMAN->Broadcast( Message_AutosyncChanged );
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MESSAGEMAN->Broadcast( Message_AutosyncChanged );
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IDebugLine::Do( sMessageOut );
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IDebugLine::Do( sMessageOut );
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}
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}
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@@ -697,11 +697,11 @@ void ScreenEdit::Init()
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const RString &sNoteSkin = EDITOR_NOTE_SKINS[pn];
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const RString &sNoteSkin = EDITOR_NOTE_SKINS[pn];
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if( NOTESKIN->DoesNoteSkinExist(sNoteSkin) )
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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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}
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m_PlayerStateEdit.m_PlayerNumber = PLAYER_1;
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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_pSteps->GetNoteData( m_NoteDataEdit );
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m_NoteFieldEdit.SetXY( EDIT_X, EDIT_Y );
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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->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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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
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m_Player->SetXY( PLAYER_X, PLAYER_Y );
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m_Player->SetXY( PLAYER_X, PLAYER_Y );
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this->AddChild( m_Player );
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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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ScreenEdit::~ScreenEdit()
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{
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{
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FOREACH_PlayerNumber( pn )
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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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// UGLY: Don't delete the Song's steps.
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m_songLastSave.DetachSteps();
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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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fScrollSpeed = fSpeeds[iSpeed];
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}
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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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break;
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}
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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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DoHelp();
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break;
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break;
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case EDIT_BUTTON_TOGGLE_ASSIST_TICK:
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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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break;
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case EDIT_BUTTON_OPEN_NEXT_STEPS:
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case EDIT_BUTTON_OPEN_NEXT_STEPS:
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case EDIT_BUTTON_OPEN_PREV_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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}
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g_fLastInsertAttackPositionSeconds = fStart;
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g_fLastInsertAttackPositionSeconds = fStart;
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g_fLastInsertAttackDurationSeconds = fEnd - 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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SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromInsertCourseAttackPlayerOptions );
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}
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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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TransitionEditState( STATE_EDITING );
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break;
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break;
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case EDIT_BUTTON_TOGGLE_ASSIST_TICK:
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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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break;
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case EDIT_BUTTON_TOGGLE_AUTOPLAY:
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case EDIT_BUTTON_TOGGLE_AUTOPLAY:
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{
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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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{
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case STATE_RECORDING:
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case STATE_RECORDING:
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case STATE_RECORDING_PAUSED:
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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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break;
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}
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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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/* If we're in course display mode, set that up. */
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SetupCourseAttacks();
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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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m_Player.Load( m_NoteDataEdit );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PREFSMAN->m_AutoPlay;
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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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if( iAttack >= 0 )
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po.FromString( ce.attacks[iAttack].sModifiers );
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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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SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromInsertCourseAttackPlayerOptions );
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}
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}
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}
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}
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@@ -40,11 +40,11 @@ ScreenEnding::ScreenEnding() : ScreenAttract( false/*dont reset GAMESTATE*/ )
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GAMESTATE->m_pCurSteps[PLAYER_2].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
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GAMESTATE->m_pCurSteps[PLAYER_2].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_1].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
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STATSMAN->m_CurStageStats.m_player[PLAYER_2].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_2] );
|
STATSMAN->m_CurStageStats.m_player[PLAYER_2].vpPlayedSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_2] );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = 2 );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, 2.0f );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = 2 );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, 2.0f );
|
||||||
GAMESTATE->m_iCurrentStageIndex = 0;
|
GAMESTATE->m_iCurrentStageIndex = 0;
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, .ChooseRandomModifiers() );
|
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, ChooseRandomModifiers );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions, ModsLevel_Stage, .ChooseRandomModifiers() );
|
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions, ModsLevel_Stage, ChooseRandomModifiers );
|
||||||
|
|
||||||
for( float f = 0; f < 100.0f; f += 1.0f )
|
for( float f = 0; f < 100.0f; f += 1.0f )
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -107,7 +107,7 @@ ScreenEvaluation::ScreenEvaluation()
|
|||||||
FOREACH_PlayerNumber( p )
|
FOREACH_PlayerNumber( p )
|
||||||
{
|
{
|
||||||
if( RandomInt(2) )
|
if( RandomInt(2) )
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_bTransforms[PlayerOptions::TRANSFORM_ECHO] = true ); // show "disqualified"
|
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_bTransforms[PlayerOptions::TRANSFORM_ECHO], true ); // show "disqualified"
|
||||||
|
|
||||||
GAMESTATE->m_bSideIsJoined[p] = true;
|
GAMESTATE->m_bSideIsJoined[p] = true;
|
||||||
GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
|
GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
|
||||||
@@ -119,8 +119,8 @@ ScreenEvaluation::ScreenEvaluation()
|
|||||||
STATSMAN->m_CurStageStats.m_player[p].vpPossibleSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
|
STATSMAN->m_CurStageStats.m_player[p].vpPossibleSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
|
||||||
|
|
||||||
|
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = 2 );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, 2.0f );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .ChooseRandomModifiers() );
|
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, ChooseRandomModifiers );
|
||||||
}
|
}
|
||||||
|
|
||||||
for( float f = 0; f < 100.0f; f += 1.0f )
|
for( float f = 0; f < 100.0f; f += 1.0f )
|
||||||
|
|||||||
@@ -837,7 +837,7 @@ void ScreenGameplay::InitSongQueues()
|
|||||||
// In a survival course, override stored mods
|
// In a survival course, override stored mods
|
||||||
if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL )
|
if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL )
|
||||||
{
|
{
|
||||||
MODS_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Stage, .FromString("clearall,"+CommonMetrics::DEFAULT_MODIFIERS.GetValue()) );
|
pi->GetPlayerState()->m_PlayerOptions.FromString( ModsLevel_Stage, "clearall,"+CommonMetrics::DEFAULT_MODIFIERS.GetValue() );
|
||||||
pi->GetPlayerState()->RebuildPlayerOptionsFromActiveAttacks();
|
pi->GetPlayerState()->RebuildPlayerOptionsFromActiveAttacks();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -968,7 +968,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
|
|||||||
a.fStartSecond = -1; // now
|
a.fStartSecond = -1; // now
|
||||||
|
|
||||||
pi->GetPlayerState()->LaunchAttack( a );
|
pi->GetPlayerState()->LaunchAttack( a );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, .FromString(a.sModifiers) );
|
GAMESTATE->m_SongOptions.FromString( ModsLevel_Song, a.sModifiers );
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Update attack bOn flags. */
|
/* Update attack bOn flags. */
|
||||||
@@ -1027,7 +1027,7 @@ void ScreenGameplay::LoadNextSong()
|
|||||||
/* If we're in battery mode, force FailImmediate. We assume in PlayerMinus::Step that
|
/* If we're in battery mode, force FailImmediate. We assume in PlayerMinus::Step that
|
||||||
* failed players can't step. */
|
* failed players can't step. */
|
||||||
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == SongOptions::LIFE_BATTERY )
|
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == SongOptions::LIFE_BATTERY )
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, .m_FailType = SongOptions::FAIL_IMMEDIATE );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Song, m_FailType, SongOptions::FAIL_IMMEDIATE );
|
||||||
|
|
||||||
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetCurrent().GetString() );
|
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetCurrent().GetString() );
|
||||||
|
|
||||||
|
|||||||
@@ -28,7 +28,7 @@ void ScreenGameplaySyncMachine::Init()
|
|||||||
ASSERT( pSteps );
|
ASSERT( pSteps );
|
||||||
GAMESTATE->m_pCurSteps[0].Set( pSteps );
|
GAMESTATE->m_pCurSteps[0].Set( pSteps );
|
||||||
|
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_AutosyncType = SongOptions::AUTOSYNC_MACHINE );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_AutosyncType, SongOptions::AUTOSYNC_MACHINE );
|
||||||
PREFSMAN->m_AutoPlay.Set( PC_HUMAN );
|
PREFSMAN->m_AutoPlay.Set( PC_HUMAN );
|
||||||
|
|
||||||
ScreenGameplayNormal::Init( false );
|
ScreenGameplayNormal::Init( false );
|
||||||
|
|||||||
@@ -170,7 +170,7 @@ void ScreenHowToPlay::Init()
|
|||||||
SET_XY_AND_ON_COMMAND( m_Player );
|
SET_XY_AND_ON_COMMAND( m_Player );
|
||||||
|
|
||||||
// Don't show judgement
|
// Don't show judgement
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, .m_fBlind = 1 );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions, ModsLevel_Stage, m_fBlind, 1.0f );
|
||||||
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
|
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
|
||||||
GAMESTATE->m_bDemonstrationOrJukebox = true;
|
GAMESTATE->m_bDemonstrationOrJukebox = true;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -200,13 +200,13 @@ void ScreenJukebox::Init()
|
|||||||
{
|
{
|
||||||
/* Lots and lots of arrows. This might even bias to arrows a little
|
/* Lots and lots of arrows. This might even bias to arrows a little
|
||||||
* too much. */
|
* too much. */
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = PlayerOptions() );
|
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, Init );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = .25f );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, .25f );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fPerspectiveTilt = -1 );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fPerspectiveTilt, -1.0f );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fEffects[ PlayerOptions::EFFECT_MINI ] = 1 );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fEffects[ PlayerOptions::EFFECT_MINI ], 1.0f );
|
||||||
}
|
}
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_LifeType = SongOptions::LIFE_BATTERY );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_FailType = SongOptions::FAIL_OFF );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_FailType, SongOptions::FAIL_OFF );
|
||||||
}
|
}
|
||||||
|
|
||||||
FOREACH_EnabledPlayer( p )
|
FOREACH_EnabledPlayer( p )
|
||||||
@@ -219,15 +219,15 @@ void ScreenJukebox::Init()
|
|||||||
PlayerOptions po;
|
PlayerOptions po;
|
||||||
GAMESTATE->GetDefaultPlayerOptions( po );
|
GAMESTATE->GetDefaultPlayerOptions( po );
|
||||||
po.ChooseRandomModifiers();
|
po.ChooseRandomModifiers();
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = po );
|
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
SongOptions so;
|
SongOptions so;
|
||||||
GAMESTATE->GetDefaultSongOptions( so );
|
GAMESTATE->GetDefaultSongOptions( so );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, = so );
|
GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
|
||||||
|
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_FailType = SongOptions::FAIL_OFF );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_FailType, SongOptions::FAIL_OFF );
|
||||||
|
|
||||||
GAMESTATE->m_bDemonstrationOrJukebox = true;
|
GAMESTATE->m_bDemonstrationOrJukebox = true;
|
||||||
|
|
||||||
|
|||||||
@@ -114,8 +114,8 @@ void ScreenNameEntry::Init()
|
|||||||
// reset Player and Song Options
|
// reset Player and Song Options
|
||||||
{
|
{
|
||||||
FOREACH_PlayerNumber( p )
|
FOREACH_PlayerNumber( p )
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = PlayerOptions() );
|
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, Init );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, = SongOptions() );
|
MODS_GROUP_CALL( GAMESTATE->m_SongOptions, ModsLevel_Stage, Init );
|
||||||
}
|
}
|
||||||
|
|
||||||
vector<GameState::RankingFeat> aFeats[NUM_PLAYERS];
|
vector<GameState::RankingFeat> aFeats[NUM_PLAYERS];
|
||||||
@@ -167,7 +167,7 @@ void ScreenNameEntry::Init()
|
|||||||
// remove modifiers that may have been on the last song
|
// remove modifiers that may have been on the last song
|
||||||
PlayerOptions po;
|
PlayerOptions po;
|
||||||
GAMESTATE->GetDefaultPlayerOptions( po );
|
GAMESTATE->GetDefaultPlayerOptions( po );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = po );
|
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
|
||||||
|
|
||||||
ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
|
ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
|
||||||
|
|
||||||
|
|||||||
@@ -101,7 +101,7 @@ void ScreenPlayerOptions::Input( const InputEventPlus &input )
|
|||||||
// apply the game default mods, but not the Profile saved mods
|
// apply the game default mods, but not the Profile saved mods
|
||||||
PlayerOptions po;
|
PlayerOptions po;
|
||||||
GAMESTATE->GetDefaultPlayerOptions( po );
|
GAMESTATE->GetDefaultPlayerOptions( po );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, = po );
|
GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
|
||||||
|
|
||||||
MESSAGEMAN->Broadcast( ssprintf("CancelAllP%i", pn+1) );
|
MESSAGEMAN->Broadcast( ssprintf("CancelAllP%i", pn+1) );
|
||||||
|
|
||||||
@@ -158,7 +158,7 @@ void ScreenPlayerOptions::UpdateDisqualified( int row, PlayerNumber pn )
|
|||||||
|
|
||||||
// Find out if the current row when exprorted causes disqualification.
|
// Find out if the current row when exprorted causes disqualification.
|
||||||
// Exporting the row will fill GAMESTATE->m_PlayerOptions.
|
// Exporting the row will fill GAMESTATE->m_PlayerOptions.
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, = PlayerOptions() );
|
MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, Init );
|
||||||
vector<PlayerNumber> v;
|
vector<PlayerNumber> v;
|
||||||
v.push_back( pn );
|
v.push_back( pn );
|
||||||
ExportOptions( row, v );
|
ExportOptions( row, v );
|
||||||
@@ -178,7 +178,7 @@ void ScreenPlayerOptions::UpdateDisqualified( int row, PlayerNumber pn )
|
|||||||
m_sprDisqualify[pn]->SetHidden( !bDisqualified );
|
m_sprDisqualify[pn]->SetHidden( !bDisqualified );
|
||||||
|
|
||||||
// restore previous player options in case the user escapes back after this
|
// restore previous player options in case the user escapes back after this
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, = poOrig );
|
GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, poOrig );
|
||||||
}
|
}
|
||||||
|
|
||||||
// lua start
|
// lua start
|
||||||
|
|||||||
@@ -1170,8 +1170,8 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
|
|||||||
// apply #LIVES
|
// apply #LIVES
|
||||||
if( pCourse->m_iLives != -1 )
|
if( pCourse->m_iLives != -1 )
|
||||||
{
|
{
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_LifeType = SongOptions::LIFE_BATTERY );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
|
||||||
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_iBatteryLives = pCourse->m_iLives );
|
MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_iBatteryLives, pCourse->m_iLives );
|
||||||
}
|
}
|
||||||
|
|
||||||
m_bMadeChoice = true;
|
m_bMadeChoice = true;
|
||||||
|
|||||||
Reference in New Issue
Block a user