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