ScreenGameplay now has bpm on it for para support (hidden for all gametypes but para via metrics)
This commit is contained in:
+15
-8
@@ -3,7 +3,14 @@ X denotes task complete or no longer required to do.
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- denotes task to do, but also being worked upon by other dev.
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- denotes task to do, but also being worked upon by other dev.
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H denotes task on hold.
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H denotes task on hold.
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TODO As of: 07:30:PM 28/10/02
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* Networking Assignment
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* Integrating Assignment 1 (nearly finished!)
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* Update Menu Graphics for Para
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* Update Menu Graphics for Ez2
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* Finish The PUMP Graphics
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* Work on Beatmania Support
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TODO As of: 07:47:PM 12/09/02
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TODO As of: 07:47:PM 12/09/02
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@@ -21,16 +28,16 @@ TODO As of: 01:29:AM 04/09/02
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X Fix Ez2dancer SelectPlayer Theme Metrics
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X Fix Ez2dancer SelectPlayer Theme Metrics
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X Try to fix ez2dancer select style.
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X Try to fix ez2dancer select style.
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* Create Ez2dancer style Gameover by making some Gameover Metrics.
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H Create Ez2dancer style Gameover by making some Gameover Metrics.
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* Create Ez2dancer style End Scroll, possibly new class, possibly just metric changes.
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H Create Ez2dancer style End Scroll, possibly new class, possibly just metric changes.
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* Create Ez2dancer style song select.
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H Create Ez2dancer style song select.
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* Add Scoreboard System (longterm project)
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H Add Scoreboard System (longterm project)
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* Create some kind of metrics so that Ez2dancer may have extra stage the way it should
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H Create some kind of metrics so that Ez2dancer may have extra stage the way it should
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X Fix Ez2dancer type stage screens
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X Fix Ez2dancer type stage screens
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- Create Ez2dancer type "extra stage" stage screen.
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- Create Ez2dancer type "extra stage" stage screen.
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* Modify Gameplay Screen Metrics so that Ez2dancer style screen is more arcade-accurate
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H Modify Gameplay Screen Metrics so that Ez2dancer style screen is more arcade-accurate
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* Modify DEMO Play Screen so that Ez2dancer shows each style (double, real, e.t.c.) in the way it should.
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H Modify DEMO Play Screen so that Ez2dancer shows each style (double, real, e.t.c.) in the way it should.
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* Create Ez2dancer HowToPlay screens.
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H Create Ez2dancer HowToPlay screens.
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- Modify Pump Style Select So it is more arcade accurate.
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- Modify Pump Style Select So it is more arcade accurate.
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- Update the rather tacky graphics.
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- Update the rather tacky graphics.
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@@ -283,6 +283,9 @@ TimerSeconds=60
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StageType=0 // 0 for MAX, 1 for Pump, 2 for EZ2
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StageType=0 // 0 for MAX, 1 for Pump, 2 for EZ2
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[ScreenGameplay]
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[ScreenGameplay]
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BPMX=999 // don't show by default
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BPMY=999
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BPMZoom=0.0
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LifeFrameX=320
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LifeFrameX=320
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LifeFrameY=36
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LifeFrameY=36
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LifeFrameExtraY=442
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LifeFrameExtraY=442
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@@ -48,6 +48,7 @@ BPMDisplay::BPMDisplay()
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m_textLabel.TurnShadowOff();
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m_textLabel.TurnShadowOff();
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m_textLabel.SetXY( 34, 2 );
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m_textLabel.SetXY( 34, 2 );
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m_textLabel.SetText( "BPM" );
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m_textLabel.SetText( "BPM" );
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// if(GAMESTATE->
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m_textLabel.SetZoom( 0.7f );
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m_textLabel.SetZoom( 0.7f );
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m_textLabel.SetZoomX( 0.5f );
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m_textLabel.SetZoomX( 0.5f );
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m_textLabel.SetDiffuseTopEdge( NORMAL_COLOR_TOP ); // yellow
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m_textLabel.SetDiffuseTopEdge( NORMAL_COLOR_TOP ); // yellow
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@@ -15,7 +15,7 @@
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extern "C" {
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extern "C" {
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#endif
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#endif
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#include <math.h>
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//#include <math.h> /* VC6 seems to hate this why?? - ANDY */
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#ifndef M_PI
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#ifndef M_PI
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#define M_PI 3.141592654
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#define M_PI 3.141592654
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#endif
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#endif
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@@ -32,6 +32,9 @@
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// Defines
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// Defines
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//
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//
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#define BPM_X THEME->GetMetricF("ScreenGameplay","BPMX")
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#define BPM_Y THEME->GetMetricF("ScreenGameplay","BPMY")
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#define BPM_ZOOM THEME->GetMetricF("ScreenGameplay","BPMZoom")
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#define LIFE_FRAME_X THEME->GetMetricF("ScreenGameplay","LifeFrameX")
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#define LIFE_FRAME_X THEME->GetMetricF("ScreenGameplay","LifeFrameX")
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#define LIFE_FRAME_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("LifeFrame%sY",e?"Extra":""))
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#define LIFE_FRAME_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("LifeFrame%sY",e?"Extra":""))
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#define SCORE_FRAME_X THEME->GetMetricF("ScreenGameplay","ScoreFrameX")
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#define SCORE_FRAME_X THEME->GetMetricF("ScreenGameplay","ScoreFrameX")
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@@ -146,7 +149,6 @@ ScreenGameplay::ScreenGameplay()
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}
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}
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m_bChangedOffsetOrBPM = (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON);
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m_bChangedOffsetOrBPM = (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON);
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@@ -221,6 +223,16 @@ ScreenGameplay::ScreenGameplay()
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m_textStageNumber.SetText( GAMESTATE->GetStageText() );
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m_textStageNumber.SetText( GAMESTATE->GetStageText() );
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m_textStageNumber.SetDiffuse( GAMESTATE->GetStageColor() );
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m_textStageNumber.SetDiffuse( GAMESTATE->GetStageColor() );
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Song* pSong;
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pSong = GAMESTATE->m_pCurSong;
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m_BPMDisplay.SetXY( BPM_X, BPM_Y );
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m_BPMDisplay.SetZoom( BPM_ZOOM );
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this->AddChild( &m_BPMDisplay );
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float fMinBPM, fMaxBPM;
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pSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
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m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
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for( p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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{
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m_textCourseSongNumber[p].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
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m_textCourseSongNumber[p].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
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@@ -645,6 +657,12 @@ bool ScreenGameplay::PlayTicks() const
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return bAnyoneHasANote;
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return bAnyoneHasANote;
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}
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}
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/***********************************
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UPDATE
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(had to add this I was LOST in this code
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hehe - Andy)
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************************************/
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void ScreenGameplay::Update( float fDeltaTime )
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void ScreenGameplay::Update( float fDeltaTime )
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{
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{
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//LOG->Trace( "ScreenGameplay::Update(%f)", fDeltaTime );
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//LOG->Trace( "ScreenGameplay::Update(%f)", fDeltaTime );
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@@ -26,7 +26,7 @@
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#include "DifficultyIcon.h"
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#include "DifficultyIcon.h"
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#include "TransitionFadeWipe.h"
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#include "TransitionFadeWipe.h"
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#include "TransitionOniFade.h"
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#include "TransitionOniFade.h"
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#include "BPMDisplay.h"
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// messages sent by Combo
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// messages sent by Combo
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const ScreenMessage SM_BeginToasty = ScreenMessage(SM_User+104);
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const ScreenMessage SM_BeginToasty = ScreenMessage(SM_User+104);
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@@ -90,6 +90,7 @@ private:
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BitmapText m_textCourseSongNumber[NUM_PLAYERS];
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BitmapText m_textCourseSongNumber[NUM_PLAYERS];
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Sprite m_sprMiddleFrame;
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Sprite m_sprMiddleFrame;
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BPMDisplay m_BPMDisplay;
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Sprite m_sprScoreFrame;
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Sprite m_sprScoreFrame;
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ScoreDisplay* m_pScoreDisplay[NUM_PLAYERS];
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ScoreDisplay* m_pScoreDisplay[NUM_PLAYERS];
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@@ -57,10 +57,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /pdb:none
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# SUBTRACT LINK32 /pdb:none
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# Begin Special Build Tool
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# Begin Special Build Tool
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IntDir=.\../Release6
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IntDir=.\../Release6
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TargetDir=\stepmania\stepmania
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TargetDir=\Stepmania\stepmania
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TargetName=StepMania
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TargetName=StepMania
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SOURCE="$(InputPath)"
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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# End Special Build Tool
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@@ -92,10 +92,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /profile /pdb:none /incremental:no /nodefaultlib
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# SUBTRACT LINK32 /profile /pdb:none /incremental:no /nodefaultlib
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# Begin Special Build Tool
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# Begin Special Build Tool
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IntDir=.\../Debug6
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IntDir=.\../Debug6
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TargetDir=\stepmania\stepmania
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TargetDir=\Stepmania\stepmania
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TargetName=StepMania-debug
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TargetName=StepMania-debug
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SOURCE="$(InputPath)"
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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# End Special Build Tool
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@@ -121,7 +121,7 @@ SOURCE=.\SDL_dither.h
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# End Source File
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# End Source File
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# Begin Source File
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# Begin Source File
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SOURCE=.\SDL_rotozoom.c
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SOURCE=.\SDL_rotozoom.cpp
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# End Source File
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# End Source File
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# Begin Source File
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# Begin Source File
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