This commit is contained in:
Glenn Maynard
2002-09-10 05:10:20 +00:00
parent a0dc7ec5bf
commit 2440f1d6b7
2 changed files with 20 additions and 1 deletions
+7 -1
View File
@@ -128,7 +128,13 @@ bool KSFLoader::LoadFromKSFFile( const CString &sPath, Notes &out )
notedata.m_iNumTracks = 10;
out.m_NotesType = NOTES_TYPE_PUMP_DOUBLE;
} else if( sFName.Find("_2") != -1 ) {
/* XXX: insert note about pump couples here */
/* We never import a COUPLE_1; the _1 side gets imported
* as the SINGLE mode and it gets used as a fallback. This
* way, people can still create separate couples steps for
* the 1p side in Pump (just like you can with any other
* game); we're not stuck with the limitations of KSFs.
* -glenn
*/
out.m_NotesType = NOTES_TYPE_PUMP_COUPLE_2;
}
+13
View File
@@ -10,6 +10,19 @@
-----------------------------------------------------------------------------
*/
/* Couples notes:
* Couples is just two sets of notes, paired as a game type, with a fallback
* to the normal mode. This lets us import Pump _2 songs without having to
* duplicate the _1 side for couples. This way, we get to handle couples
* the same way in every game. (Which is nice, because not many people
* use couples.)
*
* This does mean it's impossible to tell (in the current UI) whether a
* given song has couples or not; they all show up the same, even if both
* sides are using the fallback. (Except that couples songs tend to have
* slightly varying radar values, unless the pattern is just flipped.)
* -glenn
*/
#include "Notes.h"
#include "RageUtil.h"
#include <math.h> // for fmod