no message

This commit is contained in:
Mike Hawkins
2008-05-06 00:19:54 +00:00
parent 614ba83f48
commit 2d60147372
18 changed files with 164 additions and 39 deletions
@@ -72,7 +72,7 @@ local programming = {
"Josh “Axlecrusher” Allen",
"Jason “Wolfman2000” Felds",
"Eric “Subwire” Gustafson",
"Mike “Archer” Hawkins",
}
local thanks = {
@@ -440,6 +440,7 @@ AutoPlay=Diese Option ist für diejenigen gedacht, die nicht selber Spielen. We
AutogenGroupCourses=Zeige Nonstop- und Endloskurse, die von Autogen erzeugt wurden.
AutogenSteps=Automatisch Schritte aus anderen Spielvarianten generieren.
BGBrightness=Regelt die Helligkeit des Hintergrundes. Wenn Sie die Pfeile nur schlecht sehen können, verringern Sie diesen Wert.
Background=Optionen verändern, die die Hintergründe steuern, die während des Spiels zu sehen sind.
Background Options=Optionen verändern, die die Hintergründe steuern, die während des Spiels zu sehen sind.
BarDrain=Energieabzug
BatLives=Leben
@@ -637,6 +638,7 @@ Collapse To One=Zerfall in Einem
Compress 2x=Komprimieren 2X
Compress 3->2=Komprimieren 3->2
Compress 4->3=Komprimieren 4->3
Confusion=Durcheinander
Connect=Verbinde...
Copy Left To Right=Kopieren Links nach Rechts
Copy Right To Left=Kopieren Rechts nach Links
@@ -723,6 +725,7 @@ Press Start=Start drücken
Quick=Schnell
R.Vanish=Zufälliges Verschwinden
Random=Zufällig
RandomBG=Gelegentliche Hintergründe
Random Movies=Zufällige Filme
Ranking=Platzierung
Ranking Songs=Liedplatzierung
@@ -750,6 +753,7 @@ Space=Weltraum
Split=Geteilt
Standard=Standard
Start=Start
StaticBG=Statischer Hintergrund
Stealth=Unsichtbar
StepMania Style=StepMania Stil
Stomp=Stampfen
@@ -807,6 +811,7 @@ AutoPlay=AutoSpiel
AutogenGroupCourses=Autogen\nGruppenkurse
AutogenSteps=Autogen\nSchritte
BGBrightness=Helligkeit
Background=Hintergrund
Background Options=Hintergrund-Optionen
BarDrain=Takt\nAblauf
Base Difficulty=Standard-Schwierigkeitsgrad
@@ -284,6 +284,7 @@ AutoPlay=This option is useful for those who would like to play without using a
AutogenGroupCourses=Show group Nonstop and Endless courses that were created by Autogen.
AutogenSteps=Automatically generate steps from other game types.
BGBrightness=Controls how bright the background will appear. Turn this setting down if you have a hard time seeing the notes.
Background=Change options that control the backgrounds that play during gameplay.
Background Options=Change options that control the backgrounds that play during gameplay.
BarDrain=BarDrain
BatLives=BatLives
@@ -509,6 +510,7 @@ Collapse To One=Collapse To One
Compress 2x=Compress 2x
Compress 3->2=Compress 3->2
Compress 4->3=Compress 4->3
Confusion=Confusion
Connect=Connect...
Copy Left To Right=Copy Left To Right
Copy Right To Left=Copy Right To Left
@@ -602,6 +604,7 @@ Press Start=Press Start
Quick=Quick
R.Vanish=R.Vanish
Random=Random
RandomBG=Random Backgrounds
Random Movies=Random Movies
Ranking=Ranking
Ranking Songs=Ranking Songs
@@ -629,6 +632,7 @@ Space=Space
Split=Split
Standard=Standard
Start=Start
StaticBG=Static Background
Stealth=Stealth
StepMania Style=StepMania Style
Stomp=Stomp
@@ -688,6 +692,7 @@ AutoPlay=AutoPlay
AutogenGroupCourses=Autogen Group Courses
AutogenSteps=Autogen Steps
BGBrightness=Brightness
Background=Background
Background Options=Background Options
BarDrain=Bar Drain
BatLives=Bat Lives
@@ -439,6 +439,7 @@ AutoPlay=Esta opción es útil para aquellos a los que les gustaría jugar sin u
AutogenGroupCourses=Muestra los manuales del grupo sin parar y sin fin que fueron creados por autogen.
AutogenSteps=Genera automáticamente pasos desde otro tipo de juegos.
BGBrightness=Controla el brillo del fondo de la pantalla. deshaz estos ajustes si te cuesta leer las notas.
Background=Cambia las opciones que controlan los fondos que aparecen durante el juego.
Background Options=Cambia las opciones que controlan los fondos que aparecen durante el juego.
BarDrain=Controlador de vida
BatLives=Barra de energia
@@ -605,6 +606,7 @@ Collapse To One=Caída a Uno
Compress 2x=Comprimir 2x
Compress 3->2=Comprimir 3 a 2
Compress 4->3=Comprimir 4 a 3
Confusion=Confusión
Connect=Conectar...
Copy Left To Right=Copiar de Izquierda a Derecha
Copy Right To Left=Copiar de Derecha a Izquierda
@@ -691,6 +693,7 @@ Press Start=Presione start
Quick=Rápido
R.Vanish=R. Desvanecerse
Random=Al azar
RandomBG=Fondos Al azar
Random Movies=Vídeos al Azar
Ranking=Ranking
Ranking Songs=Ranking de Canciones
@@ -718,6 +721,7 @@ Space=Espacio
Split=Dividir
Standard=Estándar
Start=Comienzo
StaticBG=Fondo Estático
Stealth=Sigilosamente
StepMania Style=Estilo StepMania
Stomp=Pisotear
@@ -766,6 +770,7 @@ AutoPlay=Auto reproducción
AutogenGroupCourses=Autogen\nGrupo de Courses
AutogenSteps=Autogen\nPasos
BGBrightness=Brillo
Background=Opciones de Fondo
Background Options=Opciones de Fondo
BarDrain=Controladorn\ de vida
Base Difficulty=Dificultad base
@@ -417,6 +417,7 @@ AutoPlay=Cette option est utile pour ceux qui veulent jouer sans utiliser de pad
AutogenGroupCourses=Afficher les courses des groupes Nonstop et Endless créées par le générateur automatique.
AutogenSteps=Génération automatique de pas à partir de jeux d'un autre type.
BGBrightness=Contrôle la luminosité de l'arrière plan. Diminuez ce paramètre si vous éprouvez des difficultés à lire les notes.
Background=Changer les options qui contrôlent les arrière-plans qui défilent pendant le jeu.
Background Options=Changer les options qui contrôlent les arrière-plans qui défilent pendant le jeu.
BarDrain=Diminution de la barre de vie
BatLives=BatLives
@@ -614,6 +615,7 @@ Collapse To One=Réduire à un seul
Compress 2x=Compresser 2x
Compress 3->2=Compresser 3->2
Compress 4->3=Compresser 4->3
Confusion=Confusion
Connect=Connexion...
Copy Left To Right=Copier de Gauche à Droite
Copy Right To Left=Copier de Droite à Gauche
@@ -700,6 +702,7 @@ Press Start=Appuyez sur Démarrer
Quick=Vite
R.Vanish=Disparition Aléatoire
Random=Aléatoire
RandomBG=Milieux Aléatoires
Random Movies=Films aléatoires
Ranking=Classement
Ranking Songs=Classement chansons
@@ -727,6 +730,7 @@ Space=Espace
Split=Séparer
Standard=Standard
Start=Démarrer
StaticBG=Fond Statique
Stealth=Furtif
StepMania Style=Style StepMania
Stomp=Poids lourd
@@ -784,6 +788,7 @@ AutoPlay=AutoPlay
AutogenGroupCourses=Autogénération d'un\nGroupe de courses
AutogenSteps=Autogénération\ndes pas
BGBrightness=Luminosité
Background=Options d'Arrière-plans
Background Options=Options d'Arrière-plans
BarDrain=Epuisement de\nla barre de vie
Base Difficulty=Difficulté de base
@@ -412,6 +412,7 @@ AutoPlay=Questa opzione è utile per chi vuole giocare senza usare la pedana, ma
AutogenGroupCourses=Mostra i percorsi di gruppo Nonstop e Endless creati da Autogen.
AutogenSteps=Genera automaticamente passi ricavati da altri giochi.
BGBrightness=Controlla la luminosità dello sfondo che comparirà. Se avete difficoltà a leggere le note disabilitate questa impostazione.
Background=Cambia le opzioni che controllano gli sfondi impiegati durante il gioco.
Background Options=Cambia le opzioni che controllano gli sfondi impiegati durante il gioco.
BarDrain=BarDrain
BatLives=BatLives
@@ -609,6 +610,7 @@ Collapse To One=Riduci a uno
Compress 2x=Compressione 2x
Compress 3->2=Compressione 3->2
Compress 4->3=Compressione 4->3
Confusion=Confusion
Connect=Connetti...
Copy Left To Right=Copia da sinistra a destra
Copy Right To Left=Copia da destra a sinistra
@@ -695,6 +697,7 @@ Press Start=Premi Start
Quick=Veloce
R.Vanish=R. Svanisci
Random=Random
RandomBG=Ambiti di provenienza Casuali
Random Movies=Filmati a caso
Ranking=Graduatoria
Ranking Songs=Canzoni in graduatoria
@@ -722,6 +725,7 @@ Space=Spazio
Split=Dividi
Standard=Normale
Start=Inizia
StaticBG=Priorità bassa Statica
Stealth=Invisibile
StepMania Style=Stile StepMania
Stomp=Sincopato
@@ -779,6 +783,7 @@ AutoPlay=Gioco automatico
AutogenGroupCourses=Autogenerazione\nGruppi di corse
AutogenSteps=Autogenerazione\nPassi
BGBrightness=Luminosità
Background=Background
Background Options=Opzioni sfondo
BarDrain=Barra\nDiscesa
Base Difficulty=Diffcoltà di Base
+19 -9
View File
@@ -2532,10 +2532,13 @@ HitMineCommand=
SetNoBpmCommand=diffusetopedge,color("#777777");diffusebottomedge,color("#666666")
SetNormalCommand=diffusetopedge,color("#fbfb57");diffusebottomedge,color("#fb9c57")
SetChangeCommand=diffusetopedge,color("#fb9c57");diffusebottomedge,color("#fb5757")
SetRandomCommand=diffusetopedge,color("#fb9c57");diffusebottomedge,color("#fb5757")
SetExtraCommand=diffusetopedge,color("#fb5757");diffusebottomedge,color("#9c4242")
Cycle=true
NoBpmText="000"
RandomCycleSpeed=default -- Options: vslow, slow, default, fast, vfast, hyper
Separator="-"
ShowQMarksInRandomCycle=true
[CodeDetector]
Easier1="Up,Up"
@@ -3526,7 +3529,7 @@ Game=Change the current game type with this option.
TimerSeconds=30
ShowStyleIcon=false
PlayMusic=false
LineNames="1,2,3,4,5,6,7,8,9"
LineNames="1,2,3,4,5,6,7,8,9,10"
Line1="list,LifeType"
Line2="list,BarDrain"
Line3="list,BatLives"
@@ -3535,7 +3538,8 @@ Line5="list,Assist"
Line6="list,Rate"
Line7="list,SoundEffect"
Line8="list,AutoAdjust"
Line9="list,SaveScores"
Line9="list,Background"
Line10="list,SaveScores"
StopMusicOnBack=false
[ScreenCredits2]
@@ -3658,16 +3662,17 @@ Accel,3="mod,brake;name,Brake"
Accel,4="mod,wave;name,Wave"
Accel,5="mod,expand;name,Expand"
Accel,6="mod,boomerang;name,Boomerang"
Effect="8"
EffectDefault="mod,no drunk,no dizzy,no mini,no flip,no tornado,no tipsy"
Effect="9"
EffectDefault="mod,no drunk,no dizzy,no confusion,no mini,no flip,no tornado,no tipsy"
Effect,1="name,Off"
Effect,2="mod,drunk;name,Drunk"
Effect,3="mod,dizzy;name,Dizzy"
Effect,4="mod,mini;name,Mini"
Effect,5="mod,-100% mini;name,Big"
Effect,6="mod,flip;name,Flip"
Effect,7="mod,tornado;name,Tornado"
Effect,8="mod,tipsy;name,Tipsy"
Effect,4="mod,confusion;name,Confusion"
Effect,5="mod,mini;name,Mini"
Effect,6="mod,-100% mini;name,Big"
Effect,7="mod,flip;name,Flip"
Effect,8="mod,tornado;name,Tornado"
Effect,9="mod,tipsy;name,Tipsy"
Appearance="6"
AppearanceDefault="mod,no hidden,no sudden,no stealth,no blink,no randomvanish"
Appearance,1="name,Visible"
@@ -3793,6 +3798,11 @@ SoundEffectDefault=""
SoundEffect,1="mod,no effect;name,Off"
SoundEffect,2="mod,EffectSpeed;name,EffectSpeed"
SoundEffect,3="mod,EffectPitch;name,EffectPitch"
Background="3;together"
BackgroundDefault=""
Background,1="mod,no effect;name,Default"
Background,2="mod,staticbg;name,StaticBG"
Background,3="mod,randombg;name,RandomBG"
SaveScores="2;together"
SaveScoresDefault=""
SaveScores,1="mod,no savescore;name,Off"
+38 -2
View File
@@ -406,15 +406,51 @@ float ArrowEffects::GetXOffset( const PlayerState* pPlayerState, float fMidiNote
float ArrowEffects::GetRotation( const PlayerState* pPlayerState, float fNoteBeat )
{
if( pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_DIZZY] != 0 )
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
// Dizzy
if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] == 0 )
{
const float fSongBeat = GAMESTATE->m_fSongBeatVisible;
float fDizzyRotation = fNoteBeat - fSongBeat;
fDizzyRotation *= pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects[PlayerOptions::EFFECT_DIZZY];
fDizzyRotation *= fEffects[PlayerOptions::EFFECT_DIZZY];
fDizzyRotation = fmodf( fDizzyRotation, 2*PI );
fDizzyRotation *= 180/PI;
return fDizzyRotation;
}
// Confusion
else if( fEffects[PlayerOptions::EFFECT_DIZZY] == 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
{
float fConfRotation = ReceptorGetRotation( pPlayerState );
fConfRotation *= fEffects[PlayerOptions::EFFECT_DIZZY];
return fConfRotation;
}
// Dizzy + Confusion
if( fEffects[PlayerOptions::EFFECT_DIZZY] != 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
{
float fRotation = ReceptorGetRotation( pPlayerState );
float fDizzy = fEffects[PlayerOptions::EFFECT_DIZZY];
float fConf = fEffects[PlayerOptions::EFFECT_CONFUSION];
fRotation *= (fDizzy + fConf );
return fRotation;
}
else
return 0;
}
float ArrowEffects::ReceptorGetRotation( const PlayerState* pPlayerState )
{
const float* fEffects = pPlayerState->m_PlayerOptions.GetCurrent().m_fEffects;
// Confusion
if( fEffects[PlayerOptions::EFFECT_DIZZY] == 0 && fEffects[PlayerOptions::EFFECT_CONFUSION] != 0 )
{
const float fSongBeat = GAMESTATE->m_fSongBeatVisible;
float fConfRotation = fNoteBeat - fSongBeat;
fConfRotation *= fEffects[PlayerOptions::EFFECT_CONFUSION];
fConfRotation = fmodf( fDizzyRotation, 2*PI );
fConfRotation *= -180/PI;
return fConfRotation;
}
else
return 0;
}
+1
View File
@@ -33,6 +33,7 @@ public:
// the arrow and possibly the Arrow effect and the fYOffset (in the case of
// EFFECT_DIZZY).
static float GetRotation( const PlayerState* pPlayerState, float fNoteBeat );
static float ReceptorGetRotation( const PlayerState* pPlayerState );
// fXPos is a horizontal position in pixels relative to the center of the field.
+33 -3
View File
@@ -27,9 +27,12 @@ void BPMDisplay::Load()
SET_NO_BPM_COMMAND.Load( m_sName, "SetNoBpmCommand");
SET_NORMAL_COMMAND.Load( m_sName, "SetNormalCommand");
SET_CHANGING_COMMAND.Load( m_sName, "SetChangeCommand" );
SET_RANDOM_COMMAND.Load( m_sName, "SetRandomCommand" );
SET_EXTRA_COMMAND.Load( m_sName, "SetExtraCommand" );
CYCLE.Load( m_sName, "Cycle" );
RANDOM_CYCLE_SPEED.Load( m_sName, "RandomCycleSpeed" );
SEPARATOR.Load( m_sName, "Separator" );
SHOW_QMARKS.Load( m_sName, "ShowQMarksInRandomCycle" );
NO_BPM_TEXT.Load( m_sName, "NoBpmText" );
RunCommands( SET_NORMAL_COMMAND );
@@ -68,7 +71,11 @@ void BPMDisplay::Update( float fDeltaTime )
if(m_fBPMTo == -1)
{
m_fBPMFrom = -1;
SetText( (RandomFloat(0,1)>0.90f) ? RString("xxx") : ssprintf("%03.0f",RandomFloat(0,600)) );
if( (bool)SHOW_QMARKS )
SetText( (RandomFloat(0,1)>0.90f) ? RString("xxx") : ssprintf("%03.0f",RandomFloat(0,999)) );
else
SetText( ssprintf("%03.0f",RandomFloat(0,999)) );
}
else if(m_fBPMFrom == -1)
{
@@ -93,6 +100,7 @@ void BPMDisplay::SetBPMRange( const DisplayBpms &bpms )
const vector<float> &BPMS = bpms.vfBpms;
bool AllIdentical = true;
bool IsRandom = false;
for( unsigned i = 0; i < BPMS.size(); ++i )
{
if( i > 0 && BPMS[i] != BPMS[i-1] )
@@ -111,7 +119,10 @@ void BPMDisplay::SetBPMRange( const DisplayBpms &bpms )
if( MinBPM == MaxBPM )
{
if( MinBPM == -1 )
{
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()
+3
View File
@@ -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;
+9 -6
View File
@@ -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 )
{
+3
View File
@@ -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 );
}
+2
View File
@@ -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] )
+1
View File
@@ -42,6 +42,7 @@ public:
enum Effect {
EFFECT_DRUNK,
EFFECT_DIZZY,
EFFECT_CONFUSION,
EFFECT_MINI,
EFFECT_TINY,
EFFECT_FLIP,
+3
View File
@@ -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 );
}
+24 -18
View File
@@ -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;
+2
View File
@@ -34,6 +34,8 @@ public:
NUM_AUTOSYNC_TYPES
};
AutosyncType m_AutosyncType;
bool m_bStaticBackground;
bool m_bRandomBGOnly;
bool m_bSaveScore;
enum SoundEffectType {
SOUNDEFFECT_OFF,