m_NotesType => m_StepsType
split NoteDataUtil to sep file
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@@ -62,7 +62,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, Steps &out )
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{
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LOG->Trace( "Steps::LoadFromBMSFile( '%s' )", sPath.c_str() );
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out.m_NotesType = STEPS_TYPE_INVALID;
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out.m_StepsType = STEPS_TYPE_INVALID;
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NoteData* pNoteData = new NoteData;
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pNoteData->SetNumTracks( MAX_NOTE_TRACKS );
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@@ -107,14 +107,14 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, Steps &out )
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switch( atoi(value_data) )
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{
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case 1: // 4 or 6 single
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out.m_NotesType = STEPS_TYPE_DANCE_SINGLE;
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out.m_StepsType = STEPS_TYPE_DANCE_SINGLE;
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// if the mode should be solo, then we'll update m_DanceStyle below when we read in step data
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break;
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case 2: // couple/battle
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out.m_NotesType = STEPS_TYPE_DANCE_COUPLE;
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out.m_StepsType = STEPS_TYPE_DANCE_COUPLE;
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break;
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case 3: // double
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out.m_NotesType = STEPS_TYPE_DANCE_DOUBLE;
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out.m_StepsType = STEPS_TYPE_DANCE_DOUBLE;
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break;
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default:
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LOG->Warn( "Invalid value '%d' for '#player'", atoi(value_data) );
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@@ -142,7 +142,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, Steps &out )
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// if there's a 6 in the description, it's probably part of "6panel" or "6-panel"
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if( value_data.Find("6") != -1 )
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out.m_NotesType = STEPS_TYPE_DANCE_SOLO;
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out.m_StepsType = STEPS_TYPE_DANCE_SOLO;
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}
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if( -1 != value_name.Find("#playlevel") )
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{
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@@ -186,29 +186,29 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, Steps &out )
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}
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}
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if( out.m_NotesType == STEPS_TYPE_DANCE_SINGLE ||
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out.m_NotesType == STEPS_TYPE_DANCE_DOUBLE ||
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out.m_NotesType == STEPS_TYPE_DANCE_COUPLE) // if there are 4 panels, then the Up+Right track really contains the notes for Up
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if( out.m_StepsType == STEPS_TYPE_DANCE_SINGLE ||
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out.m_StepsType == STEPS_TYPE_DANCE_DOUBLE ||
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out.m_StepsType == STEPS_TYPE_DANCE_COUPLE) // if there are 4 panels, then the Up+Right track really contains the notes for Up
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{
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pNoteData->MoveTapNoteTrack(DANCE_NOTE_PAD1_UP, DANCE_NOTE_PAD1_UPRIGHT);
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}
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// we're done reading in all of the BMS values
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if( out.m_NotesType == STEPS_TYPE_INVALID )
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if( out.m_StepsType == STEPS_TYPE_INVALID )
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{
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LOG->Warn("Couldn't determine note types of file '%s'", sPath.c_str() );
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delete pNoteData;
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return false;
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}
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int iNumNewTracks = GameManager::NotesTypeToNumTracks( out.m_NotesType );
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int iNumNewTracks = GameManager::NotesTypeToNumTracks( out.m_StepsType );
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int iTransformNewToOld[MAX_NOTE_TRACKS];
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int i;
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for( i = 0; i < MAX_NOTE_TRACKS; ++i)
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iTransformNewToOld[i] = -1;
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switch( out.m_NotesType )
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switch( out.m_StepsType )
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{
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case STEPS_TYPE_DANCE_SINGLE:
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iTransformNewToOld[0] = DANCE_NOTE_PAD1_LEFT;
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