Add nITG's new Move modifiers (#1411)
* Implemented NITG's MoveX/Y/Z modifiers Added modifiers: MoveX1-n: Moves a column in the x direction, 100% = move left one arrow size. MoveY1-n: Moves a column in the y direction MoveZ1-n: Moves a column in the z direction.
This commit is contained in:
@@ -1161,6 +1161,9 @@
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<Function name='MinTNSToHideNotes' />
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<Function name='Mirror'/>
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<Function name='MMod'/>
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<Function name='MoveXn'/>
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<Function name='MoveYn'/>
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<Function name='MoveZn'/>
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<Function name='MuteOnError'/>
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<Function name='NoAttack'/>
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<Function name='NoFakes'/>
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@@ -3517,6 +3517,15 @@ save yourself some time, copy this for undocumented things:
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If the optional second argument is passed, sets the speed at which the transition occurs.<br />
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MMods are not tweenable or settable on ScreenGameplay. Use XMods if you need such an effect.
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</Function>
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<Function name='MoveXn' return= 'float, float' arguments='float value, float approach_speed'>
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Use 1-16 in place of 'n' to move a specific column.
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</Function>
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<Function name='MoveYn' return= 'float, float' arguments='float value, float approach_speed'>
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Use 1-16 in place of 'n' to move a specific column.
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</Function>
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<Function name='MoveZn' return= 'float, float' arguments='float value, float approach_speed'>
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Use 1-16 in place of 'n' to move a specific column.
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</Function>
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<Function name='MuteOnError' return='bool' arguments='bool value'> </Function>
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<Function name='NoAttack' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='NoFakes' return='bool' arguments='bool value'> </Function>
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@@ -675,6 +675,33 @@ float ArrowEffects::ReceptorGetRotationY( const PlayerState* pPlayerState )
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return fRotation;
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}
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float ArrowEffects::GetMoveX(int iCol)
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{
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const float* fMoves = curr_options->m_fMovesX;
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float f = 0;
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if( fMoves[iCol] != 0 )
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f += ARROW_SIZE * fMoves[iCol];
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return f;
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}
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float ArrowEffects::GetMoveY(int iCol)
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{
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const float* fMoves = curr_options->m_fMovesY;
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float f = 0;
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if( fMoves[iCol] != 0 )
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f += ARROW_SIZE * fMoves[iCol];
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return f;
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}
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float ArrowEffects::GetMoveZ(int iCol)
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{
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const float* fMoves = curr_options->m_fMovesZ;
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float f = 0;
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if( fMoves[iCol] != 0 )
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f += ARROW_SIZE * fMoves[iCol];
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return f;
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}
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#define CENTER_LINE_Y 160 // from fYOffset == 0
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#define FADE_DIST_Y 40
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+7
-3
@@ -29,9 +29,9 @@ public:
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static void GetXYZPos(const PlayerState* player_state, int col, float y_offset, float y_reverse_offset, RageVector3& ret, bool with_reverse= true)
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{
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ret.x= GetXPos(player_state, col, y_offset);
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ret.y= GetYPos(col, y_offset, y_reverse_offset, with_reverse);
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ret.z= GetZPos(col, y_offset);
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ret.x= GetMoveX(col) + GetXPos(player_state, col, y_offset);
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ret.y= GetMoveY(col) + GetYPos(col, y_offset, y_reverse_offset, with_reverse);
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ret.z= GetMoveZ(col) + GetZPos(col, y_offset);
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}
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/**
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@@ -62,6 +62,10 @@ public:
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static float ReceptorGetRotationX( const PlayerState* pPlayerState);
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static float ReceptorGetRotationY( const PlayerState* pPlayerState);
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static float GetMoveX(int iCol);
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static float GetMoveY(int iCol);
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static float GetMoveZ(int iCol);
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// fXPos is a horizontal position in pixels relative to the center of the field.
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// This depends on the column of the arrow and possibly the Arrow effect and
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+2
-2
@@ -884,10 +884,10 @@ void NoteDisplay::DrawHoldPart(vector<Sprite*> &vpSpr,
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switch(column_args.pos_handler->m_spline_mode)
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{
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case NCSM_Disabled:
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ae_pos.y= fY;
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ae_pos.y= fY + ArrowEffects::GetMoveY(column_args.column);
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break;
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case NCSM_Offset:
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ae_pos.y= fY;
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ae_pos.y= fY + ArrowEffects::GetMoveY(column_args.column);
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column_args.pos_handler->EvalDerivForBeat(column_args.song_beat, cur_beat, sp_pos_forward);
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RageVec3Normalize(&sp_pos_forward, &sp_pos_forward);
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break;
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@@ -76,6 +76,10 @@ void PlayerOptions::Init()
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ZERO( m_bTransforms );
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m_bMuteOnError = false;
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m_sNoteSkin = "";
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ZERO( m_fMovesX ); ONE( m_SpeedfMovesX );
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ZERO( m_fMovesY ); ONE( m_SpeedfMovesY );
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ZERO( m_fMovesZ ); ONE( m_SpeedfMovesZ );
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}
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void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
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@@ -110,6 +114,12 @@ void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
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APPROACH( fSkew );
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APPROACH( fPassmark );
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APPROACH( fRandomSpeed );
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for( int i=0; i<16; i++)
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APPROACH( fMovesX[i] );
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for( int i=0; i<16; i++)
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APPROACH( fMovesY[i] );
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for( int i=0; i<16; i++)
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APPROACH( fMovesZ[i] );
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DO_COPY( m_bSetScrollSpeed );
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for( int i=0; i<NUM_TURNS; i++ )
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@@ -226,6 +236,17 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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AddPart( AddTo, m_fEffects[EFFECT_XMODE], "XMode" );
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AddPart( AddTo, m_fEffects[EFFECT_TWIRL], "Twirl" );
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AddPart( AddTo, m_fEffects[EFFECT_ROLL], "Roll" );
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for( int i=0; i<16; i++)
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{
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RString s = ssprintf( "MoveX%d", i+1 );
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AddPart( AddTo, m_fMovesX[i], s );
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s = ssprintf( "MoveY%d", i+1 );
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AddPart( AddTo, m_fMovesY[i], s );
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s = ssprintf( "MoveZ%d", i+1 );
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AddPart( AddTo, m_fMovesZ[i], s );
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}
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AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN], "Hidden" );
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AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN_OFFSET], "HiddenOffset" );
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@@ -565,6 +586,20 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
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}
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else if( sBit == "muteonerror" ) m_bMuteOnError = on;
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else if( sBit == "random" ) ChooseRandomModifiers();
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else if( sBit.find("move") != sBit.npos)
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{
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for (int i=0; i<16; i++)
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{
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RString s = ssprintf( "movex%d", i+1 );
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if( sBit == s) SET_FLOAT( fMovesX[i] )
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s = ssprintf( "movey%d", i+1 );
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if( sBit == s) SET_FLOAT( fMovesY[i] )
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s = ssprintf( "movez%d", i+1 );
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if( sBit == s) SET_FLOAT( fMovesZ[i] )
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}
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}
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// deprecated mods/left in for compatibility
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else if( sBit == "converge" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
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// end of the list
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@@ -811,6 +846,12 @@ bool PlayerOptions::operator==( const PlayerOptions &other ) const
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COMPARE(m_bTurns[i]);
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for( int i = 0; i < PlayerOptions::NUM_TRANSFORMS; ++i )
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COMPARE(m_bTransforms[i]);
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for( int i = 0; i < 16; ++i )
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COMPARE(m_fMovesX[i]);
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for( int i = 0; i < 16; ++i )
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COMPARE(m_fMovesY[i]);
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for( int i = 0; i < 16; ++i )
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COMPARE(m_fMovesZ[i]);
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#undef COMPARE
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return true;
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}
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@@ -869,6 +910,18 @@ PlayerOptions& PlayerOptions::operator=(PlayerOptions const& other)
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{
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CPY(m_bTransforms[i]);
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}
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for( int i = 0; i < 16; ++i )
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{
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CPY(m_fMovesX[i]);
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}
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for( int i = 0; i < 16; ++i )
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{
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CPY(m_fMovesY[i]);
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}
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for( int i = 0; i < 16; ++i )
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{
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CPY(m_fMovesZ[i]);
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}
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#undef CPY
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#undef CPY_SPEED
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return *this;
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@@ -1144,6 +1197,11 @@ public:
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FLOAT_INTERFACE(Tilt, PerspectiveTilt, true);
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FLOAT_INTERFACE(Passmark, Passmark, true); // Passmark is not sanity checked to the [0, 1] range because LifeMeterBar::IsFailing is the only thing that uses it, and it's used in a <= test. Any theme passing a value outside the [0, 1] range probably expects the result they get. -Kyz
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FLOAT_INTERFACE(RandomSpeed, RandomSpeed, true);
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MULTICOL_FLOAT_INTERFACE(MoveX, MovesX, true);
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MULTICOL_FLOAT_INTERFACE(MoveY, MovesY, true);
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MULTICOL_FLOAT_INTERFACE(MoveZ, MovesZ, true);
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BOOL_INTERFACE(TurnNone, Turns[PlayerOptions::TURN_NONE]);
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BOOL_INTERFACE(Mirror, Turns[PlayerOptions::TURN_MIRROR]);
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BOOL_INTERFACE(Backwards, Turns[PlayerOptions::TURN_BACKWARDS]);
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@@ -1567,6 +1625,11 @@ public:
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ADD_METHOD(NoQuads);
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ADD_METHOD(NoStretch);
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ADD_METHOD(MuteOnError);
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ADD_MULTICOL_METHOD(MoveX);
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ADD_MULTICOL_METHOD(MoveY);
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ADD_MULTICOL_METHOD(MoveZ);
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ADD_METHOD(NoteSkin);
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ADD_METHOD(FailSetting);
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@@ -71,6 +71,9 @@ public:
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ZERO( m_fAppearances ); ONE( m_SpeedfAppearances );
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ZERO( m_fScrolls ); ONE( m_SpeedfScrolls );
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ZERO( m_bTurns ); ZERO( m_bTransforms );
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ZERO( m_fMovesX ); ONE( m_SpeedfMovesX );
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ZERO( m_fMovesY ); ONE( m_SpeedfMovesY );
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ZERO( m_fMovesZ ); ONE( m_SpeedfMovesZ );
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};
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void Init();
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void Approach( const PlayerOptions& other, float fDeltaSeconds );
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@@ -219,6 +222,10 @@ public:
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float m_fPassmark, m_SpeedfPassmark;
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float m_fRandomSpeed, m_SpeedfRandomSpeed;
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/* The maximum column number is 16.*/
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float m_fMovesX[16], m_SpeedfMovesX[16];
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float m_fMovesY[16], m_SpeedfMovesY[16];
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float m_fMovesZ[16], m_SpeedfMovesZ[16];
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bool m_bTurns[NUM_TURNS];
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bool m_bTransforms[NUM_TRANSFORMS];
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@@ -257,6 +264,41 @@ public:
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bool IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail ) const;
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};
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#define ADD_MULTICOL_METHOD( method_name) \
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ADD_METHOD( method_name##1 ); \
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ADD_METHOD( method_name##2 ); \
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ADD_METHOD( method_name##3 ); \
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ADD_METHOD( method_name##4 ); \
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ADD_METHOD( method_name##5 ); \
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ADD_METHOD( method_name##6 ); \
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ADD_METHOD( method_name##7 ); \
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ADD_METHOD( method_name##8 ); \
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ADD_METHOD( method_name##9 ); \
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ADD_METHOD( method_name##10 ); \
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ADD_METHOD( method_name##11 ); \
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ADD_METHOD( method_name##12 ); \
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ADD_METHOD( method_name##13 ); \
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ADD_METHOD( method_name##14 ); \
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ADD_METHOD( method_name##15 ); \
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ADD_METHOD( method_name##16 );
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#define MULTICOL_FLOAT_INTERFACE(func_name, member, valid) \
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FLOAT_INTERFACE(func_name##1, member[0], valid); \
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FLOAT_INTERFACE(func_name##2, member[1], valid); \
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FLOAT_INTERFACE(func_name##3, member[2], valid); \
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FLOAT_INTERFACE(func_name##4, member[3], valid); \
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FLOAT_INTERFACE(func_name##5, member[4], valid); \
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FLOAT_INTERFACE(func_name##6, member[5], valid); \
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FLOAT_INTERFACE(func_name##7, member[6], valid); \
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FLOAT_INTERFACE(func_name##8, member[7], valid); \
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FLOAT_INTERFACE(func_name##9, member[8], valid); \
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FLOAT_INTERFACE(func_name##10, member[9], valid); \
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FLOAT_INTERFACE(func_name##11, member[10], valid); \
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FLOAT_INTERFACE(func_name##12, member[11], valid); \
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FLOAT_INTERFACE(func_name##13, member[12], valid); \
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FLOAT_INTERFACE(func_name##14, member[13], valid); \
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FLOAT_INTERFACE(func_name##15, member[14], valid); \
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FLOAT_INTERFACE(func_name##16, member[15], valid);
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#endif
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/*
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