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@@ -72,7 +72,7 @@ local programming = {
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"Josh “Axlecrusher” Allen",
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"Jason “Wolfman2000” Felds",
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"Eric “Subwire” Gustafson",
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"Mike “Archer” Hawkins",
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}
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local thanks = {
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@@ -440,6 +440,7 @@ AutoPlay=Diese Option ist für diejenigen gedacht, die nicht selber Spielen. We
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AutogenGroupCourses=Zeige Nonstop- und Endloskurse, die von Autogen erzeugt wurden.
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AutogenSteps=Automatisch Schritte aus anderen Spielvarianten generieren.
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BGBrightness=Regelt die Helligkeit des Hintergrundes. Wenn Sie die Pfeile nur schlecht sehen können, verringern Sie diesen Wert.
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Background=Optionen verändern, die die Hintergründe steuern, die während des Spiels zu sehen sind.
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Background Options=Optionen verändern, die die Hintergründe steuern, die während des Spiels zu sehen sind.
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BarDrain=Energieabzug
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BatLives=Leben
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@@ -637,6 +638,7 @@ Collapse To One=Zerfall in Einem
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Compress 2x=Komprimieren 2X
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Compress 3->2=Komprimieren 3->2
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Compress 4->3=Komprimieren 4->3
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Confusion=Durcheinander
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Connect=Verbinde...
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Copy Left To Right=Kopieren Links nach Rechts
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Copy Right To Left=Kopieren Rechts nach Links
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@@ -723,6 +725,7 @@ Press Start=Start drücken
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Quick=Schnell
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R.Vanish=Zufälliges Verschwinden
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Random=Zufällig
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RandomBG=Gelegentliche Hintergründe
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Random Movies=Zufällige Filme
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Ranking=Platzierung
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Ranking Songs=Liedplatzierung
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@@ -750,6 +753,7 @@ Space=Weltraum
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Split=Geteilt
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Standard=Standard
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Start=Start
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StaticBG=Statischer Hintergrund
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Stealth=Unsichtbar
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StepMania Style=StepMania Stil
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Stomp=Stampfen
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@@ -807,6 +811,7 @@ AutoPlay=AutoSpiel
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AutogenGroupCourses=Autogen\nGruppenkurse
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AutogenSteps=Autogen\nSchritte
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BGBrightness=Helligkeit
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Background=Hintergrund
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Background Options=Hintergrund-Optionen
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BarDrain=Takt\nAblauf
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Base Difficulty=Standard-Schwierigkeitsgrad
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@@ -284,6 +284,7 @@ AutoPlay=This option is useful for those who would like to play without using a
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AutogenGroupCourses=Show group Nonstop and Endless courses that were created by Autogen.
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AutogenSteps=Automatically generate steps from other game types.
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BGBrightness=Controls how bright the background will appear. Turn this setting down if you have a hard time seeing the notes.
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Background=Change options that control the backgrounds that play during gameplay.
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Background Options=Change options that control the backgrounds that play during gameplay.
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BarDrain=BarDrain
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BatLives=BatLives
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@@ -509,6 +510,7 @@ Collapse To One=Collapse To One
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Compress 2x=Compress 2x
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Compress 3->2=Compress 3->2
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Compress 4->3=Compress 4->3
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Confusion=Confusion
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Connect=Connect...
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Copy Left To Right=Copy Left To Right
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Copy Right To Left=Copy Right To Left
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@@ -602,6 +604,7 @@ Press Start=Press Start
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Quick=Quick
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R.Vanish=R.Vanish
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Random=Random
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RandomBG=Random Backgrounds
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Random Movies=Random Movies
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Ranking=Ranking
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Ranking Songs=Ranking Songs
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@@ -629,6 +632,7 @@ Space=Space
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Split=Split
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Standard=Standard
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Start=Start
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StaticBG=Static Background
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Stealth=Stealth
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StepMania Style=StepMania Style
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Stomp=Stomp
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@@ -688,6 +692,7 @@ AutoPlay=AutoPlay
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AutogenGroupCourses=Autogen Group Courses
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AutogenSteps=Autogen Steps
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BGBrightness=Brightness
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Background=Background
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Background Options=Background Options
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BarDrain=Bar Drain
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BatLives=Bat Lives
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@@ -439,6 +439,7 @@ AutoPlay=Esta opción es útil para aquellos a los que les gustaría jugar sin u
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AutogenGroupCourses=Muestra los manuales del grupo sin parar y sin fin que fueron creados por autogen.
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AutogenSteps=Genera automáticamente pasos desde otro tipo de juegos.
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BGBrightness=Controla el brillo del fondo de la pantalla. deshaz estos ajustes si te cuesta leer las notas.
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Background=Cambia las opciones que controlan los fondos que aparecen durante el juego.
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Background Options=Cambia las opciones que controlan los fondos que aparecen durante el juego.
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BarDrain=Controlador de vida
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BatLives=Barra de energia
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@@ -605,6 +606,7 @@ Collapse To One=Caída a Uno
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Compress 2x=Comprimir 2x
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Compress 3->2=Comprimir 3 a 2
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Compress 4->3=Comprimir 4 a 3
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Confusion=Confusión
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Connect=Conectar...
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Copy Left To Right=Copiar de Izquierda a Derecha
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Copy Right To Left=Copiar de Derecha a Izquierda
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@@ -691,6 +693,7 @@ Press Start=Presione start
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Quick=Rápido
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R.Vanish=R. Desvanecerse
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Random=Al azar
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RandomBG=Fondos Al azar
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Random Movies=Vídeos al Azar
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Ranking=Ranking
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Ranking Songs=Ranking de Canciones
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@@ -718,6 +721,7 @@ Space=Espacio
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Split=Dividir
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Standard=Estándar
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Start=Comienzo
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StaticBG=Fondo Estático
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Stealth=Sigilosamente
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StepMania Style=Estilo StepMania
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Stomp=Pisotear
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@@ -766,6 +770,7 @@ AutoPlay=Auto reproducción
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AutogenGroupCourses=Autogen\nGrupo de Courses
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AutogenSteps=Autogen\nPasos
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BGBrightness=Brillo
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Background=Opciones de Fondo
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Background Options=Opciones de Fondo
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BarDrain=Controladorn\ de vida
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Base Difficulty=Dificultad base
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@@ -417,6 +417,7 @@ AutoPlay=Cette option est utile pour ceux qui veulent jouer sans utiliser de pad
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AutogenGroupCourses=Afficher les courses des groupes Nonstop et Endless créées par le générateur automatique.
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AutogenSteps=Génération automatique de pas à partir de jeux d'un autre type.
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BGBrightness=Contrôle la luminosité de l'arrière plan. Diminuez ce paramètre si vous éprouvez des difficultés à lire les notes.
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Background=Changer les options qui contrôlent les arrière-plans qui défilent pendant le jeu.
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Background Options=Changer les options qui contrôlent les arrière-plans qui défilent pendant le jeu.
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BarDrain=Diminution de la barre de vie
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BatLives=BatLives
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@@ -614,6 +615,7 @@ Collapse To One=Réduire à un seul
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Compress 2x=Compresser 2x
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Compress 3->2=Compresser 3->2
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Compress 4->3=Compresser 4->3
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Confusion=Confusion
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Connect=Connexion...
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Copy Left To Right=Copier de Gauche à Droite
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Copy Right To Left=Copier de Droite à Gauche
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@@ -700,6 +702,7 @@ Press Start=Appuyez sur Démarrer
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Quick=Vite
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R.Vanish=Disparition Aléatoire
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Random=Aléatoire
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RandomBG=Milieux Aléatoires
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Random Movies=Films aléatoires
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Ranking=Classement
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Ranking Songs=Classement chansons
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@@ -727,6 +730,7 @@ Space=Espace
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Split=Séparer
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Standard=Standard
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Start=Démarrer
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StaticBG=Fond Statique
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Stealth=Furtif
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StepMania Style=Style StepMania
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Stomp=Poids lourd
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@@ -784,6 +788,7 @@ AutoPlay=AutoPlay
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AutogenGroupCourses=Autogénération d'un\nGroupe de courses
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AutogenSteps=Autogénération\ndes pas
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BGBrightness=Luminosité
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Background=Options d'Arrière-plans
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Background Options=Options d'Arrière-plans
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BarDrain=Epuisement de\nla barre de vie
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Base Difficulty=Difficulté de base
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@@ -412,6 +412,7 @@ AutoPlay=Questa opzione è utile per chi vuole giocare senza usare la pedana, ma
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AutogenGroupCourses=Mostra i percorsi di gruppo Nonstop e Endless creati da Autogen.
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AutogenSteps=Genera automaticamente passi ricavati da altri giochi.
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BGBrightness=Controlla la luminosità dello sfondo che comparirà. Se avete difficoltà a leggere le note disabilitate questa impostazione.
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Background=Cambia le opzioni che controllano gli sfondi impiegati durante il gioco.
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Background Options=Cambia le opzioni che controllano gli sfondi impiegati durante il gioco.
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BarDrain=BarDrain
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BatLives=BatLives
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@@ -609,6 +610,7 @@ Collapse To One=Riduci a uno
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Compress 2x=Compressione 2x
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Compress 3->2=Compressione 3->2
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Compress 4->3=Compressione 4->3
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Confusion=Confusion
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Connect=Connetti...
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Copy Left To Right=Copia da sinistra a destra
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Copy Right To Left=Copia da destra a sinistra
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@@ -695,6 +697,7 @@ Press Start=Premi Start
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Quick=Veloce
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R.Vanish=R. Svanisci
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Random=Random
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RandomBG=Ambiti di provenienza Casuali
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Random Movies=Filmati a caso
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Ranking=Graduatoria
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Ranking Songs=Canzoni in graduatoria
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@@ -722,6 +725,7 @@ Space=Spazio
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Split=Dividi
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Standard=Normale
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Start=Inizia
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StaticBG=Priorità bassa Statica
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Stealth=Invisibile
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StepMania Style=Stile StepMania
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Stomp=Sincopato
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@@ -779,6 +783,7 @@ AutoPlay=Gioco automatico
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AutogenGroupCourses=Autogenerazione\nGruppi di corse
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AutogenSteps=Autogenerazione\nPassi
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BGBrightness=Luminosità
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Background=Background
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Background Options=Opzioni sfondo
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BarDrain=Barra\nDiscesa
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Base Difficulty=Diffcoltà di Base
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@@ -2532,10 +2532,13 @@ HitMineCommand=
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SetNoBpmCommand=diffusetopedge,color("#777777");diffusebottomedge,color("#666666")
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SetNormalCommand=diffusetopedge,color("#fbfb57");diffusebottomedge,color("#fb9c57")
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SetChangeCommand=diffusetopedge,color("#fb9c57");diffusebottomedge,color("#fb5757")
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SetRandomCommand=diffusetopedge,color("#fb9c57");diffusebottomedge,color("#fb5757")
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SetExtraCommand=diffusetopedge,color("#fb5757");diffusebottomedge,color("#9c4242")
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Cycle=true
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NoBpmText="000"
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RandomCycleSpeed=default -- Options: vslow, slow, default, fast, vfast, hyper
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Separator="-"
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ShowQMarksInRandomCycle=true
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[CodeDetector]
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Easier1="Up,Up"
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@@ -3526,7 +3529,7 @@ Game=Change the current game type with this option.
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TimerSeconds=30
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ShowStyleIcon=false
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PlayMusic=false
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LineNames="1,2,3,4,5,6,7,8,9"
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LineNames="1,2,3,4,5,6,7,8,9,10"
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Line1="list,LifeType"
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Line2="list,BarDrain"
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Line3="list,BatLives"
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@@ -3535,7 +3538,8 @@ Line5="list,Assist"
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Line6="list,Rate"
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Line7="list,SoundEffect"
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Line8="list,AutoAdjust"
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Line9="list,SaveScores"
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Line9="list,Background"
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Line10="list,SaveScores"
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StopMusicOnBack=false
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[ScreenCredits2]
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@@ -3658,16 +3662,17 @@ Accel,3="mod,brake;name,Brake"
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Accel,4="mod,wave;name,Wave"
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Accel,5="mod,expand;name,Expand"
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Accel,6="mod,boomerang;name,Boomerang"
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Effect="8"
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EffectDefault="mod,no drunk,no dizzy,no mini,no flip,no tornado,no tipsy"
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Effect="9"
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EffectDefault="mod,no drunk,no dizzy,no confusion,no mini,no flip,no tornado,no tipsy"
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Effect,1="name,Off"
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Effect,2="mod,drunk;name,Drunk"
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Effect,3="mod,dizzy;name,Dizzy"
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Effect,4="mod,mini;name,Mini"
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Effect,5="mod,-100% mini;name,Big"
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Effect,6="mod,flip;name,Flip"
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Effect,7="mod,tornado;name,Tornado"
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Effect,8="mod,tipsy;name,Tipsy"
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Effect,4="mod,confusion;name,Confusion"
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Effect,5="mod,mini;name,Mini"
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Effect,6="mod,-100% mini;name,Big"
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Effect,7="mod,flip;name,Flip"
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Effect,8="mod,tornado;name,Tornado"
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Effect,9="mod,tipsy;name,Tipsy"
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Appearance="6"
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AppearanceDefault="mod,no hidden,no sudden,no stealth,no blink,no randomvanish"
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Appearance,1="name,Visible"
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@@ -3793,6 +3798,11 @@ SoundEffectDefault=""
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SoundEffect,1="mod,no effect;name,Off"
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SoundEffect,2="mod,EffectSpeed;name,EffectSpeed"
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SoundEffect,3="mod,EffectPitch;name,EffectPitch"
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Background="3;together"
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BackgroundDefault=""
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Background,1="mod,no effect;name,Default"
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Background,2="mod,staticbg;name,StaticBG"
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Background,3="mod,randombg;name,RandomBG"
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SaveScores="2;together"
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SaveScoresDefault=""
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SaveScores,1="mod,no savescore;name,Off"
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@@ -406,15 +406,51 @@ float ArrowEffects::GetXOffset( const PlayerState* pPlayerState, float fMidiNote
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float ArrowEffects::GetRotation( const PlayerState* pPlayerState, float fNoteBeat )
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{
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if( pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_DIZZY] != 0 )
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const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
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// Dizzy
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if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] == 0 )
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{
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const float fSongBeat = GAMESTATE->m_fSongBeatVisible;
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float fDizzyRotation = fNoteBeat - fSongBeat;
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fDizzyRotation *= pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_DIZZY];
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fDizzyRotation *= fEffects[PlayerOptions::EFFECT_DIZZY];
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fDizzyRotation = fmodf( fDizzyRotation, 2*PI );
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fDizzyRotation *= 180/PI;
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return fDizzyRotation;
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}
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// Confusion
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else if( fEffects[PlayerOptions::EFFECT_DIZZY] == 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
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{
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float fConfRotation = ReceptorGetRotation( pPlayerState );
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fConfRotation *= fEffects[PlayerOptions::EFFECT_DIZZY];
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return fConfRotation;
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}
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// Dizzy + Confusion
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if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
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{
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float fRotation = ReceptorGetRotation( pPlayerState );
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float fDizzy = fEffects[PlayerOptions::EFFECT_DIZZY];
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float fConf = fEffects[PlayerOptions::EFFECT_CONFUSION];
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fRotation *= (fDizzy + fConf );
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return fRotation;
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}
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else
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return 0;
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}
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float ArrowEffects::ReceptorGetRotation( const PlayerState* pPlayerState )
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{
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const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
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// Confusion
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if( fEffects[PlayerOptions::EFFECT_DIZZY] == 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
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{
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const float fSongBeat = GAMESTATE->m_fSongBeatVisible;
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float fConfRotation = fNoteBeat - fSongBeat;
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fConfRotation *= fEffects[PlayerOptions::EFFECT_CONFUSION];
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fConfRotation = fmodf( fDizzyRotation, 2*PI );
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fConfRotation *= -180/PI;
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return fConfRotation;
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}
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else
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return 0;
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}
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@@ -33,6 +33,7 @@ public:
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// the arrow and possibly the Arrow effect and the fYOffset (in the case of
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// EFFECT_DIZZY).
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static float GetRotation( const PlayerState* pPlayerState, float fNoteBeat );
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static float ReceptorGetRotation( const PlayerState* pPlayerState );
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// fXPos is a horizontal position in pixels relative to the center of the field.
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@@ -27,9 +27,12 @@ void BPMDisplay::Load()
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SET_NO_BPM_COMMAND.Load( m_sName, "SetNoBpmCommand");
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SET_NORMAL_COMMAND.Load( m_sName, "SetNormalCommand");
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SET_CHANGING_COMMAND.Load( m_sName, "SetChangeCommand" );
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SET_RANDOM_COMMAND.Load( m_sName, "SetRandomCommand" );
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SET_EXTRA_COMMAND.Load( m_sName, "SetExtraCommand" );
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CYCLE.Load( m_sName, "Cycle" );
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RANDOM_CYCLE_SPEED.Load( m_sName, "RandomCycleSpeed" );
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SEPARATOR.Load( m_sName, "Separator" );
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SHOW_QMARKS.Load( m_sName, "ShowQMarksInRandomCycle" );
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NO_BPM_TEXT.Load( m_sName, "NoBpmText" );
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RunCommands( SET_NORMAL_COMMAND );
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@@ -68,7 +71,11 @@ void BPMDisplay::Update( float fDeltaTime )
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if(m_fBPMTo == -1)
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{
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m_fBPMFrom = -1;
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SetText( (RandomFloat(0,1)>0.90f) ? RString("xxx") : ssprintf("%03.0f",RandomFloat(0,600)) );
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if( (bool)SHOW_QMARKS )
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SetText( (RandomFloat(0,1)>0.90f) ? RString("xxx") : ssprintf("%03.0f",RandomFloat(0,999)) );
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else
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SetText( ssprintf("%03.0f",RandomFloat(0,999)) );
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}
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else if(m_fBPMFrom == -1)
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{
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@@ -93,6 +100,7 @@ void BPMDisplay::SetBPMRange( const DisplayBpms &bpms )
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const vector<float> &BPMS = bpms.vfBpms;
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bool AllIdentical = true;
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bool IsRandom = false;
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for( unsigned i = 0; i < BPMS.size(); ++i )
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{
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if( i > 0 && BPMS[i] != BPMS[i-1] )
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@@ -111,7 +119,10 @@ void BPMDisplay::SetBPMRange( const DisplayBpms &bpms )
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if( MinBPM == MaxBPM )
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{
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if( MinBPM == -1 )
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{
|
||||
SetText( "..." ); // random
|
||||
IsRandom = true;
|
||||
}
|
||||
else
|
||||
SetText( ssprintf("%i", MinBPM) );
|
||||
}
|
||||
@@ -140,7 +151,12 @@ void BPMDisplay::SetBPMRange( const DisplayBpms &bpms )
|
||||
else if( !AllIdentical )
|
||||
RunCommands( SET_CHANGING_COMMAND );
|
||||
else
|
||||
RunCommands( SET_NORMAL_COMMAND );
|
||||
{
|
||||
if( IsRandom )
|
||||
RunCommands( SET_RANDOM_COMMAND );
|
||||
else
|
||||
RunCommands( SET_NORMAL_COMMAND );
|
||||
}
|
||||
}
|
||||
|
||||
void BPMDisplay::CycleRandomly()
|
||||
@@ -149,7 +165,21 @@ void BPMDisplay::CycleRandomly()
|
||||
bpms.Add(-1);
|
||||
SetBPMRange( bpms );
|
||||
|
||||
m_fCycleTime = 0.2f;
|
||||
RString sValue = RANDOM_CYCLE_SPEED;
|
||||
sValue.MakeLower();
|
||||
|
||||
if( stricmp(sValue, "vslow") == 0 )
|
||||
m_fCycleTime = 1.0f;
|
||||
else if( stricmp(sValue, "slow") == 0 )
|
||||
m_fCycleTime = 0.5f;
|
||||
else if( stricmp(sValue, "fast") == 0 )
|
||||
m_fCycleTime = 0.1f;
|
||||
else if( stricmp(sValue, "vfast") == 0 )
|
||||
m_fCycleTime = 0.05f;
|
||||
else if( stricmp(sValue, "hyper") == 0 )
|
||||
m_fCycleTime = 0.01f;
|
||||
else
|
||||
m_fCycleTime = 0.2f;
|
||||
}
|
||||
|
||||
void BPMDisplay::NoBPM()
|
||||
|
||||
@@ -38,8 +38,11 @@ protected:
|
||||
ThemeMetric<apActorCommands> SET_NO_BPM_COMMAND;
|
||||
ThemeMetric<apActorCommands> SET_NORMAL_COMMAND;
|
||||
ThemeMetric<apActorCommands> SET_CHANGING_COMMAND;
|
||||
ThemeMetric<apActorCommands> SET_RANDOM_COMMAND;
|
||||
ThemeMetric<apActorCommands> SET_EXTRA_COMMAND;
|
||||
ThemeMetric<bool> CYCLE;
|
||||
ThemeMetric<bool> SHOW_QMARKS;
|
||||
ThemeMetric<RString> RANDOM_CYCLE_SPEED;
|
||||
ThemeMetric<RString> SEPARATOR;
|
||||
ThemeMetric<RString> NO_BPM_TEXT;
|
||||
|
||||
|
||||
@@ -386,6 +386,10 @@ BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const R
|
||||
if( g_RandomBackgroundMode == BGMODE_OFF )
|
||||
return BackgroundDef();
|
||||
|
||||
// Set to not show any BGChanges, whether scripted or random
|
||||
if( GAMESTATE->m_SongOptions.GetCurrent().m_bStaticBackground )
|
||||
return BackgroundDef();
|
||||
|
||||
if( RandomBGAnimations.empty() )
|
||||
return BackgroundDef();
|
||||
|
||||
@@ -515,8 +519,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
|
||||
m_RandomBGAnimations.push_back( bd );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* Song backgrounds (even just background stills) can get very big; never keep them
|
||||
* in memory. */
|
||||
@@ -525,15 +527,17 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
|
||||
|
||||
TEXTUREMAN->DisableOddDimensionWarning();
|
||||
|
||||
if( !g_bSongBackgrounds )
|
||||
// Set to not show any BGChanges, whether scripted or random if m_bStaticBackground is on
|
||||
if( !g_bSongBackgrounds || GAMESTATE->m_SongOptions.GetCurrent().m_bStaticBackground )
|
||||
{
|
||||
/* Backgrounds are disabled; just display the song background. */
|
||||
// Backgrounds are disabled; just display the song background.
|
||||
BackgroundChange change;
|
||||
change.m_def = m_StaticBackgroundDef;
|
||||
change.m_fStartBeat = 0;
|
||||
m_Layer[0].m_aBGChanges.push_back( change );
|
||||
}
|
||||
else if( pSong->HasBGChanges() )
|
||||
// If m_bRandomBGOnly is on, then we want to ignore the scripted BG in favour of randomly loaded BGs
|
||||
else if( pSong->HasBGChanges() && !GAMESTATE->m_SongOptions.GetCurrent().m_bRandomBGOnly )
|
||||
{
|
||||
FOREACH_BackgroundLayer( i )
|
||||
{
|
||||
@@ -583,7 +587,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
|
||||
layer.m_aBGChanges.push_back( change );
|
||||
}
|
||||
|
||||
|
||||
// sort segments
|
||||
FOREACH_BackgroundLayer( i )
|
||||
{
|
||||
|
||||
@@ -58,6 +58,9 @@ void GhostArrowRow::Update( float fDeltaTime )
|
||||
m_Ghost[c]->SetY( fY );
|
||||
m_Ghost[c]->SetZ( fZ );
|
||||
|
||||
const float fRotation = ArrowEffects::ReceptorGetRotation( m_pPlayerState );
|
||||
m_Ghost[c]->SetRotationZ( fRotation );
|
||||
|
||||
const float fZoom = ArrowEffects::GetZoom( m_pPlayerState );
|
||||
m_Ghost[c]->SetZoom( fZoom );
|
||||
}
|
||||
|
||||
@@ -134,6 +134,7 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
|
||||
|
||||
AddPart( AddTo, m_fEffects[EFFECT_DRUNK], "Drunk" );
|
||||
AddPart( AddTo, m_fEffects[EFFECT_DIZZY], "Dizzy" );
|
||||
AddPart( AddTo, m_fEffects[EFFECT_CONFUSION], "Confusion" );
|
||||
AddPart( AddTo, m_fEffects[EFFECT_MINI], "Mini" );
|
||||
AddPart( AddTo, m_fEffects[EFFECT_TINY], "Tiny" );
|
||||
AddPart( AddTo, m_fEffects[EFFECT_FLIP], "Flip" );
|
||||
@@ -321,6 +322,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
|
||||
else if( sBit == "boomerang" ) SET_FLOAT( fAccels[ACCEL_BOOMERANG] )
|
||||
else if( sBit == "drunk" ) SET_FLOAT( fEffects[EFFECT_DRUNK] )
|
||||
else if( sBit == "dizzy" ) SET_FLOAT( fEffects[EFFECT_DIZZY] )
|
||||
else if( sBit == "confusion" ) SET_FLOAT( fEffects[EFFECT_CONFUSION] )
|
||||
else if( sBit == "mini" ) SET_FLOAT( fEffects[EFFECT_MINI] )
|
||||
else if( sBit == "tiny" ) SET_FLOAT( fEffects[EFFECT_TINY] )
|
||||
else if( sBit == "flip" ) SET_FLOAT( fEffects[EFFECT_FLIP] )
|
||||
|
||||
@@ -42,6 +42,7 @@ public:
|
||||
enum Effect {
|
||||
EFFECT_DRUNK,
|
||||
EFFECT_DIZZY,
|
||||
EFFECT_CONFUSION,
|
||||
EFFECT_MINI,
|
||||
EFFECT_TINY,
|
||||
EFFECT_FLIP,
|
||||
|
||||
@@ -68,6 +68,9 @@ void ReceptorArrowRow::Update( float fDeltaTime )
|
||||
m_ReceptorArrow[c]->SetVisible( PitchDetectionTest::s_ms.bVoiced );
|
||||
*/
|
||||
|
||||
const float fRotation = ArrowEffects::ReceptorGetRotation( m_pPlayerState );
|
||||
m_ReceptorArrow[c]->SetRotationZ( fRotation );
|
||||
|
||||
const float fZoom = ArrowEffects::GetZoom( m_pPlayerState );
|
||||
m_ReceptorArrow[c]->SetZoom( fZoom );
|
||||
}
|
||||
|
||||
@@ -17,6 +17,8 @@ void SongOptions::Init()
|
||||
m_SpeedfHaste = 1.0f;
|
||||
m_AutosyncType = AUTOSYNC_OFF;
|
||||
m_SoundEffectType = SOUNDEFFECT_OFF;
|
||||
m_bStaticBackground = false;
|
||||
m_bRandomBGOnly = false;
|
||||
m_bSaveScore = true;
|
||||
}
|
||||
|
||||
@@ -36,6 +38,8 @@ void SongOptions::Approach( const SongOptions& other, float fDeltaSeconds )
|
||||
DO_COPY( m_bAssistMetronome );
|
||||
DO_COPY( m_AutosyncType );
|
||||
DO_COPY( m_SoundEffectType );
|
||||
DO_COPY( m_bStaticBackground );
|
||||
DO_COPY( m_bRandomBGOnly );
|
||||
DO_COPY( m_bSaveScore );
|
||||
#undef APPROACH
|
||||
#undef DO_COPY
|
||||
@@ -104,6 +108,11 @@ void SongOptions::GetMods( vector<RString> &AddTo ) const
|
||||
AddTo.push_back( "Clap" );
|
||||
if( m_bAssistMetronome )
|
||||
AddTo.push_back( "Metronome" );
|
||||
|
||||
if( m_bStaticBackground )
|
||||
AddTo.push_back( "StaticBG" );
|
||||
if( m_bRandomBGOnly )
|
||||
AddTo.push_back( "RandomBG" );
|
||||
}
|
||||
|
||||
void SongOptions::GetLocalizedMods( vector<RString> &v ) const
|
||||
@@ -176,31 +185,26 @@ bool SongOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut )
|
||||
on = false;
|
||||
}
|
||||
|
||||
if( sBit == "norecover" ) m_DrainType = DRAIN_NO_RECOVER;
|
||||
else if( sBit == "suddendeath" ||
|
||||
sBit == "death" ) m_DrainType = DRAIN_SUDDEN_DEATH;
|
||||
if( sBit == "norecover" ) m_DrainType = DRAIN_NO_RECOVER;
|
||||
else if( sBit == "suddendeath" || sBit == "death" ) m_DrainType = DRAIN_SUDDEN_DEATH;
|
||||
else if( sBit == "power-drop" ) m_DrainType = DRAIN_NO_RECOVER;
|
||||
else if( sBit == "normal-drain" ) m_DrainType = DRAIN_NORMAL;
|
||||
|
||||
else if( sBit == "clap" ) m_bAssistClap = on;
|
||||
else if( sBit == "clap" ) m_bAssistClap = on;
|
||||
else if( sBit == "metronome" ) m_bAssistMetronome = on;
|
||||
else if( sBit == "autosync" || sBit == "autosyncsong" )
|
||||
m_AutosyncType = on ? AUTOSYNC_SONG : AUTOSYNC_OFF;
|
||||
else if( sBit == "autosyncmachine" )
|
||||
m_AutosyncType = on ? AUTOSYNC_MACHINE : AUTOSYNC_OFF;
|
||||
else if( sBit == "autosynctempo" )
|
||||
m_AutosyncType = on ? AUTOSYNC_TEMPO : AUTOSYNC_OFF;
|
||||
else if( sBit == "effect" && !on )
|
||||
m_SoundEffectType = SOUNDEFFECT_OFF;
|
||||
else if( sBit == "effectspeed" )
|
||||
m_SoundEffectType = on ? SOUNDEFFECT_SPEED : SOUNDEFFECT_OFF;
|
||||
else if( sBit == "effectpitch" )
|
||||
m_SoundEffectType = on ? SOUNDEFFECT_PITCH : SOUNDEFFECT_OFF;
|
||||
else if( sBit == "autosync" || sBit == "autosyncsong" ) m_AutosyncType = on ? AUTOSYNC_SONG : AUTOSYNC_OFF;
|
||||
else if( sBit == "autosyncmachine" ) m_AutosyncType = on ? AUTOSYNC_MACHINE : AUTOSYNC_OFF;
|
||||
else if( sBit == "autosynctempo" ) m_AutosyncType = on ? AUTOSYNC_TEMPO : AUTOSYNC_OFF;
|
||||
else if( sBit == "effect" && !on ) m_SoundEffectType = SOUNDEFFECT_OFF;
|
||||
else if( sBit == "effectspeed" ) m_SoundEffectType = on ? SOUNDEFFECT_SPEED : SOUNDEFFECT_OFF;
|
||||
else if( sBit == "effectpitch" ) m_SoundEffectType = on ? SOUNDEFFECT_PITCH : SOUNDEFFECT_OFF;
|
||||
else if( sBit == "staticbg" ) m_bStaticBackground = on;
|
||||
else if( sBit == "randombg" ) m_bRandomBGOnly = on;
|
||||
else if( sBit == "savescore" ) m_bSaveScore = on;
|
||||
else if( sBit == "bar" ) m_LifeType = LIFE_BAR;
|
||||
else if( sBit == "bar" ) m_LifeType = LIFE_BAR;
|
||||
else if( sBit == "battery" ) m_LifeType = LIFE_BATTERY;
|
||||
else if( sBit == "lifetime" ) m_LifeType = LIFE_TIME;
|
||||
else if( sBit == "haste" ) m_fHaste = on? 1.0f:0.0f;
|
||||
else if( sBit == "haste" ) m_fHaste = on? 1.0f:0.0f;
|
||||
else
|
||||
return false;
|
||||
|
||||
@@ -219,6 +223,8 @@ bool SongOptions::operator==( const SongOptions &other ) const
|
||||
COMPARE( m_bAssistMetronome );
|
||||
COMPARE( m_AutosyncType );
|
||||
COMPARE( m_SoundEffectType );
|
||||
COMPARE( m_bStaticBackground );
|
||||
COMPARE( m_bRandomBGOnly );
|
||||
COMPARE( m_bSaveScore );
|
||||
#undef COMPARE
|
||||
return true;
|
||||
|
||||
@@ -34,6 +34,8 @@ public:
|
||||
NUM_AUTOSYNC_TYPES
|
||||
};
|
||||
AutosyncType m_AutosyncType;
|
||||
bool m_bStaticBackground;
|
||||
bool m_bRandomBGOnly;
|
||||
bool m_bSaveScore;
|
||||
enum SoundEffectType {
|
||||
SOUNDEFFECT_OFF,
|
||||
|
||||
Reference in New Issue
Block a user