Mostly 64 - 32 float warning fixes.
This commit is contained in:
+3
-3
@@ -105,9 +105,9 @@ void Actor::InitState()
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#endif
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m_fSecsIntoEffect = 0;
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m_fEffectDelta = 0;
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m_fEffectRampUp = 0.5;
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m_fEffectRampUp = 0.5f;
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m_fEffectHoldAtHalf = 0;
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m_fEffectRampDown = 0.5;
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m_fEffectRampDown = 0.5f;
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m_fEffectHoldAtZero = 0;
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m_fEffectOffset = 0;
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m_EffectClock = CLOCK_TIMER;
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@@ -118,7 +118,7 @@ void Actor::InitState()
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m_bVisible = true;
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m_fShadowLengthX = 0;
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m_fShadowLengthY = 0;
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m_ShadowColor = RageColor(0,0,0,0.5);
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m_ShadowColor = RageColor(0,0,0,0.5f);
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m_bIsAnimating = true;
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m_fHibernateSecondsLeft = 0;
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m_iDrawOrder = 0;
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+1
-1
@@ -256,7 +256,7 @@ void AdjustSync::AutosyncTempo()
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// keep only a fraction of the data, such as the 80% with the lowest
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// error. However, throwing away the ones with high error should
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// be enough in most cases.
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float fFilteredError = 0.0;
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float fFilteredError = 0;
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s_iStepsFiltered = s_vAutosyncTempoData.size();
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FilterHighErrorPoints( s_vAutosyncTempoData, fSlope, fIntercept, ERROR_TOO_HIGH );
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s_iStepsFiltered -= s_vAutosyncTempoData.size();
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@@ -60,6 +60,8 @@ static ThemeMetric<float> MINI_PERCENT_BASE( "ArrowEffects", "MiniPercentBase" )
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static ThemeMetric<float> MINI_PERCENT_GATE( "ArrowEffects", "MiniPercentGate" );
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static ThemeMetric<bool> DIZZY_HOLD_HEADS( "ArrowEffects", "DizzyHoldHeads" );
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float ArrowGetPercentVisible( const PlayerState* pPlayerState, float fYPosWithoutReverse );
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static float GetNoteFieldHeight( const PlayerState* pPlayerState )
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{
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return SCREEN_HEIGHT + fabsf(pPlayerState->m_PlayerOptions.GetCurrent().m_fPerspectiveTilt)*200;
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@@ -236,7 +238,10 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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if( bShowEffects )
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fBeatsUntilStep = pCurSteps->m_Timing.GetDisplayedBeat(fNoteBeat) - pCurSteps->m_Timing.GetDisplayedBeat(fSongBeat);
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float fYOffsetBeatSpacing = fBeatsUntilStep;
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float fSpeedMultiplier = bShowEffects ? pCurSteps->m_Timing.GetDisplayedSpeedPercent( position.m_fSongBeatVisible, position.m_fMusicSecondsVisible ) : 1.0;
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float fSpeedMultiplier = bShowEffects ?
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pCurSteps->m_Timing.GetDisplayedSpeedPercent(
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position.m_fSongBeatVisible,
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position.m_fMusicSecondsVisible ) : 1.0f;
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fYOffset += fSpeedMultiplier * fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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}
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@@ -242,7 +242,7 @@ void BeginnerHelper::DrawPrimitives()
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.5,0.5,0.5,1),
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RageColor(0.5f,0.5f,0.5f,1),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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@@ -271,7 +271,7 @@ void BeginnerHelper::DrawPrimitives()
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.5,0.5,0.5,1),
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RageColor(0.5f,0.5f,0.5f,1),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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@@ -172,7 +172,7 @@ void LifeMeterBar::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
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switch( score )
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{
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case HNS_Held: fDeltaLife = +0; break;
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case HNS_LetGo: fDeltaLife = -1.0; break;
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case HNS_LetGo: fDeltaLife = -1.0f; break;
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default:
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ASSERT(0);
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}
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@@ -5,7 +5,7 @@
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RageSoundReader_Pan::RageSoundReader_Pan( RageSoundReader *pSource ):
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RageSoundReader_Filter( pSource )
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{
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m_fPan = 0.0;
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m_fPan = 0;
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}
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@@ -49,7 +49,7 @@ void ScreenTestFonts::Init()
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font.SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y+100 );
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font.LoadFromFont( THEME->GetPathF("Common", "normal") );
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font.SetZoom(.5);
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font.SetZoom(.5f);
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this->AddChild(&font);
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txt.SetName( "Text" );
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@@ -17,7 +17,7 @@ void ScreenTestSound::Init()
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HEEEEEEEEELP.SetXY(450, 400);
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HEEEEEEEEELP.LoadFromFont( THEME->GetPathF("Common","normal") );
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HEEEEEEEEELP.SetZoom(.5);
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HEEEEEEEEELP.SetZoom(.5f);
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HEEEEEEEEELP.SetText(
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"p Play\n"
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"s Stop\n"
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@@ -29,7 +29,7 @@ void ScreenTestSound::Init()
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{
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this->AddChild(&s[i].txt);
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s[i].txt.LoadFromFont( THEME->GetPathF("Common","normal") );
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s[i].txt.SetZoom(.5);
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s[i].txt.SetZoom(.5f);
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}
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s[0].txt.SetXY(150, 100);
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@@ -127,7 +127,7 @@ void ScreenUnlockStatus::Init()
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break;
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default:
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text->SetText( "" );
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text->SetDiffuse( RageColor(0.5,0,0,1) );
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text->SetDiffuse( RageColor(0.5f,0,0,1) );
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break;
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}
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+6
-6
@@ -821,10 +821,10 @@ void TimingData::GetBeatAndBPSFromElapsedTimeNoOffset( float fElapsedTime, float
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int iLastRow = 0;
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float fLastTime = -m_fBeat0OffsetInSeconds;
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float fBPS = GetBPMAtRow(0) / 60.0;
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float fBPS = GetBPMAtRow(0) / 60.0f;
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float bIsWarping = false;
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float fWarpDestination = 0.0;
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float fWarpDestination = 0;
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for( ;; )
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{
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@@ -923,10 +923,10 @@ float TimingData::GetElapsedTimeFromBeatNoOffset( float fBeat ) const
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int iLastRow = 0;
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float fLastTime = -m_fBeat0OffsetInSeconds;
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float fBPS = GetBPMAtRow(0) / 60.0;
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float fBPS = GetBPMAtRow(0) / 60.0f;
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float bIsWarping = false;
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float fWarpDestination = 0.0;
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float fWarpDestination = 0;
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for( ;; )
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{
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@@ -1004,7 +1004,7 @@ float TimingData::GetElapsedTimeFromBeatNoOffset( float fBeat ) const
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float TimingData::GetDisplayedBeat( float fBeat ) const
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{
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vector<ScrollSegment>::const_iterator it = m_ScrollSegments.begin(), end = m_ScrollSegments.end();
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float fOutBeat = 0.0;
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float fOutBeat = 0;
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for( ; it != end; it++ )
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{
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if( it+1 == end || fBeat <= (it+1)->GetBeat() )
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@@ -1508,7 +1508,7 @@ float TimingData::GetDisplayedSpeedPercent( float fSongBeat, float fMusicSeconds
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if( ( index == 0 && m_SpeedSegments[0].GetLength() > 0.0 ) && fCurTime < fStartTime )
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{
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return 1.0;
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return 1.0f;
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}
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else if( fEndTime >= fCurTime && ( index > 0 || m_SpeedSegments[0].GetLength() > 0.0 ) )
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{
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