style cleanup:
use bool instead of a bit field DontAutogen -> AllowAutogen (don't use negatives in names)
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@@ -48,48 +48,42 @@ const int TECHNO_VERSUS_COL_SPACING = 33;
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const int POPN5_COL_SPACING = 32;
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const int POPN9_COL_SPACING = 32;
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enum
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{
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ST_FLAGS_NONE = 0,
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ST_FLAGS_DONT_AUTOGEN = 1 << 0
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};
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static struct
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{
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char *name;
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int NumTracks;
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uint32_t flags;
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char *szName;
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int iNumTracks;
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bool bAllowAutogen;
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} const g_StepsTypes[NUM_StepsType] = {
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{ "dance-single", 4, ST_FLAGS_NONE },
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{ "dance-double", 8, ST_FLAGS_NONE },
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{ "dance-couple", 8, ST_FLAGS_NONE },
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{ "dance-solo", 6, ST_FLAGS_NONE },
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{ "dance-routine", 8, ST_FLAGS_DONT_AUTOGEN },
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{ "pump-single", 5, ST_FLAGS_NONE },
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{ "pump-halfdouble", 6, ST_FLAGS_NONE },
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{ "pump-double", 10, ST_FLAGS_NONE },
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{ "pump-couple", 10, ST_FLAGS_NONE },
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{ "ez2-single", 5, ST_FLAGS_NONE }, // Single: TL,LHH,D,RHH,TR
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{ "ez2-double", 10, ST_FLAGS_NONE }, // Double: Single x2
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{ "ez2-real", 7, ST_FLAGS_NONE }, // Real: TL,LHH,LHL,D,RHL,RHH,TR
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{ "para-single", 5, ST_FLAGS_NONE },
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{ "para-versus", 10, ST_FLAGS_NONE },
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{ "ds3ddx-single", 8, ST_FLAGS_NONE },
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{ "bm-single5", 6, ST_FLAGS_NONE }, // called "bm" for backward compat
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{ "bm-double5", 12, ST_FLAGS_NONE }, // called "bm" for backward compat
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{ "bm-single7", 8, ST_FLAGS_NONE }, // called "bm" for backward compat
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{ "bm-double7", 16, ST_FLAGS_NONE }, // called "bm" for backward compat
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{ "maniax-single", 4, ST_FLAGS_NONE },
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{ "maniax-double", 8, ST_FLAGS_NONE },
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{ "techno-single4", 4, ST_FLAGS_NONE },
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{ "techno-single5", 5, ST_FLAGS_NONE },
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{ "techno-single8", 8, ST_FLAGS_NONE },
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{ "techno-double4", 8, ST_FLAGS_NONE },
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{ "techno-double5", 10, ST_FLAGS_NONE },
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{ "pnm-five", 5, ST_FLAGS_NONE }, // called "pnm" for backward compat
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{ "pnm-nine", 9, ST_FLAGS_NONE }, // called "pnm" for backward compat
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{ "guitar-five", 5, ST_FLAGS_NONE },
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{ "lights-cabinet", NUM_CabinetLight, ST_FLAGS_DONT_AUTOGEN }, // XXX disable lights autogen for now
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{ "dance-single", 4, true },
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{ "dance-double", 8, true },
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{ "dance-couple", 8, true },
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{ "dance-solo", 6, true },
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{ "dance-routine", 8, false },
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{ "pump-single", 5, true },
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{ "pump-halfdouble", 6, true },
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{ "pump-double", 10, true },
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{ "pump-couple", 10, true },
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{ "ez2-single", 5, true }, // Single: TL,LHH,D,RHH,TR
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{ "ez2-double", 10, true }, // Double: Single x2
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{ "ez2-real", 7, true }, // Real: TL,LHH,LHL,D,RHL,RHH,TR
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{ "para-single", 5, true },
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{ "para-versus", 10, true },
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{ "ds3ddx-single", 8, true },
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{ "bm-single5", 6, true }, // called "bm" for backward compat
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{ "bm-double5", 12, true }, // called "bm" for backward compat
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{ "bm-single7", 8, true }, // called "bm" for backward compat
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{ "bm-double7", 16, true }, // called "bm" for backward compat
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{ "maniax-single", 4, true },
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{ "maniax-double", 8, true },
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{ "techno-single4", 4, true },
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{ "techno-single5", 5, true },
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{ "techno-single8", 8, true },
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{ "techno-double4", 8, true },
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{ "techno-double5", 10, true },
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{ "pnm-five", 5, true }, // called "pnm" for backward compat
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{ "pnm-nine", 9, true }, // called "pnm" for backward compat
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{ "guitar-five", 5, true },
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{ "lights-cabinet", NUM_CabinetLight, false }, // XXX disable lights autogen for now
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};
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@@ -2395,13 +2389,13 @@ bool GameManager::IsGameEnabled( const Game *pGame ) const
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int GameManager::StepsTypeToNumTracks( StepsType st )
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{
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ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
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return g_StepsTypes[st].NumTracks;
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return g_StepsTypes[st].iNumTracks;
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}
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bool GameManager::CanAutoGenStepsType( StepsType st )
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{
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ASSERT_M( st < NUM_StepsType, ssprintf("%d", st) );
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return !(g_StepsTypes[st].flags & ST_FLAGS_DONT_AUTOGEN);
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return g_StepsTypes[st].bAllowAutogen;
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}
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StepsType GameManager::StringToStepsType( RString sStepsType )
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@@ -2417,7 +2411,7 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
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sStepsType = "para-single";
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for( int i=0; i<NUM_StepsType; i++ )
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if( g_StepsTypes[i].name == sStepsType )
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if( g_StepsTypes[i].szName == sStepsType )
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return StepsType(i);
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// invalid StepsType
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@@ -2428,7 +2422,7 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
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RString GameManager::StepsTypeToString( StepsType st )
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{
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ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
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return g_StepsTypes[st].name;
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return g_StepsTypes[st].szName;
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}
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RString GameManager::StepsTypeToLocalizedString( StepsType st )
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