remove size on statc CString arrays so that XToString can catch size differences
This commit is contained in:
@@ -12,7 +12,7 @@
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#include "PrefsManager.h"
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#include "PlayerState.h"
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const CString g_sCodeNames[CodeDetector::NUM_CODES] = {
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const CString CodeNames[] = {
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"Easier1",
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"Easier2",
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"Harder1",
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@@ -55,8 +55,9 @@ const CString g_sCodeNames[CodeDetector::NUM_CODES] = {
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"CancelAllPlayerOptions",
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"BackInEventMode",
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};
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XToString( Code, NUM_CODES );
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CodeItem g_CodeItems[CodeDetector::NUM_CODES];
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static CodeItem g_CodeItems[NUM_CODES];
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bool CodeItem::EnteredCode( GameController controller ) const
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@@ -172,10 +173,10 @@ void CodeDetector::RefreshCacheItems( CString sClass )
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{
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if( sClass == "" )
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sClass = "CodeDetector";
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for( int i=0; i<NUM_CODES; i++ )
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FOREACH_Code( c )
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{
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CodeItem& item = g_CodeItems[i];
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const CString sCodeName = g_sCodeNames[i];
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CodeItem& item = g_CodeItems[c];
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const CString sCodeName = CodeToString(c);
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const CString sButtonsNames = THEME->GetMetric(sClass,sCodeName);
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item.Load( sButtonsNames );
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@@ -5,6 +5,52 @@
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#include "GameInput.h"
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enum Code {
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CODE_EASIER1,
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CODE_EASIER2,
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CODE_HARDER1,
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CODE_HARDER2,
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CODE_NEXT_SORT1,
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CODE_NEXT_SORT2,
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CODE_NEXT_SORT3,
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CODE_NEXT_SORT4,
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CODE_MODE_MENU1,
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CODE_MODE_MENU2,
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CODE_MIRROR,
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CODE_LEFT,
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CODE_RIGHT,
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CODE_SHUFFLE,
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CODE_SUPER_SHUFFLE,
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CODE_NEXT_TRANSFORM,
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CODE_NEXT_SCROLL_SPEED,
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CODE_PREVIOUS_SCROLL_SPEED,
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CODE_NEXT_ACCEL,
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CODE_NEXT_EFFECT,
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CODE_NEXT_APPEARANCE,
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CODE_NEXT_TURN,
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CODE_REVERSE,
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CODE_HOLDS,
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CODE_MINES,
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CODE_DARK,
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CODE_HIDDEN,
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CODE_RANDOMVANISH,
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CODE_CANCEL_ALL,
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CODE_NEXT_THEME,
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CODE_NEXT_THEME2,
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CODE_NEXT_ANNOUNCER,
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CODE_NEXT_ANNOUNCER2,
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CODE_NEXT_GAME,
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CODE_NEXT_GAME2,
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CODE_BW_NEXT_GROUP,
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CODE_BW_NEXT_GROUP2,
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CODE_SAVE_SCREENSHOT1,
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CODE_SAVE_SCREENSHOT2,
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CODE_CANCEL_ALL_PLAYER_OPTIONS,
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CODE_BACK_IN_EVENT_MODE,
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NUM_CODES // leave this at the end
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};
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#define FOREACH_Code( c ) FOREACH_ENUM( Code, NUM_CODES, c )
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struct CodeItem
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{
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public:
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@@ -26,51 +72,6 @@ private:
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class CodeDetector
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{
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public:
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enum Code {
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CODE_EASIER1,
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CODE_EASIER2,
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CODE_HARDER1,
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CODE_HARDER2,
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CODE_NEXT_SORT1,
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CODE_NEXT_SORT2,
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CODE_NEXT_SORT3,
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CODE_NEXT_SORT4,
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CODE_MODE_MENU1,
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CODE_MODE_MENU2,
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CODE_MIRROR,
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CODE_LEFT,
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CODE_RIGHT,
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CODE_SHUFFLE,
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CODE_SUPER_SHUFFLE,
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CODE_NEXT_TRANSFORM,
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CODE_NEXT_SCROLL_SPEED,
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CODE_PREVIOUS_SCROLL_SPEED,
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CODE_NEXT_ACCEL,
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CODE_NEXT_EFFECT,
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CODE_NEXT_APPEARANCE,
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CODE_NEXT_TURN,
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CODE_REVERSE,
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CODE_HOLDS,
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CODE_MINES,
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CODE_DARK,
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CODE_HIDDEN,
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CODE_RANDOMVANISH,
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CODE_CANCEL_ALL,
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CODE_NEXT_THEME,
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CODE_NEXT_THEME2,
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CODE_NEXT_ANNOUNCER,
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CODE_NEXT_ANNOUNCER2,
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CODE_NEXT_GAME,
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CODE_NEXT_GAME2,
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CODE_BW_NEXT_GROUP,
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CODE_BW_NEXT_GROUP2,
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CODE_SAVE_SCREENSHOT1,
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CODE_SAVE_SCREENSHOT2,
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CODE_CANCEL_ALL_PLAYER_OPTIONS,
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CODE_BACK_IN_EVENT_MODE,
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NUM_CODES // leave this at the end
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};
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static void RefreshCacheItems( CString sClass="" ); // call this before checking codes, but call infrequently
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static bool EnteredEasierDifficulty( GameController controller );
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static bool EnteredHarderDifficulty( GameController controller );
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@@ -5,7 +5,7 @@
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#include "LuaManager.h"
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static const CString DifficultyNames[NUM_DIFFICULTIES] = {
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static const CString DifficultyNames[] = {
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"Beginner",
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"Easy",
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"Medium",
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@@ -59,7 +59,7 @@ REGISTER_WITH_LUA_FUNCTION( LuaDifficulty );
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static const CString CourseDifficultyNames[NUM_DIFFICULTIES] =
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static const CString CourseDifficultyNames[] =
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{
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"Beginner",
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"Easy",
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@@ -15,7 +15,7 @@
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#include "SongUtil.h"
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static const CString EditMenuRowNames[NUM_EDIT_MENU_ROWS] = {
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static const CString EditMenuRowNames[] = {
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"Group",
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"Song",
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"StepsType",
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@@ -27,7 +27,7 @@ static const CString EditMenuRowNames[NUM_EDIT_MENU_ROWS] = {
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XToString( EditMenuRow, NUM_EDIT_MENU_ROWS );
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XToThemedString( EditMenuRow, NUM_EDIT_MENU_ROWS );
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static const CString EditMenuActionNames[NUM_EDIT_MENU_ACTIONS] = {
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static const CString EditMenuActionNames[] = {
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"Edit",
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"Delete",
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"Create",
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@@ -11,7 +11,7 @@
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#include <float.h>
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static const CString RadarCategoryNames[NUM_RADAR_CATEGORIES] = {
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static const CString RadarCategoryNames[] = {
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"Stream",
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"Voltage",
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"Air",
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@@ -41,7 +41,7 @@ static void LuaStepsType(lua_State* L)
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REGISTER_WITH_LUA_FUNCTION( LuaStepsType );
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static const CString PlayModeNames[NUM_PLAY_MODES] = {
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static const CString PlayModeNames[] = {
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"Regular",
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"Nonstop",
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"Oni",
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@@ -74,7 +74,7 @@ RankingCategory AverageMeterToRankingCategory( int iAverageMeter )
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}
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static const CString RankingCategoryNames[NUM_RANKING_CATEGORIES] = {
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static const CString RankingCategoryNames[] = {
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"a",
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"b",
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"c",
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@@ -84,7 +84,7 @@ XToString( RankingCategory, NUM_RANKING_CATEGORIES );
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StringToX( RankingCategory );
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static const CString CoinModeNames[NUM_COIN_MODES] = {
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static const CString CoinModeNames[] = {
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"home",
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"pay",
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"free",
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@@ -92,7 +92,7 @@ static const CString CoinModeNames[NUM_COIN_MODES] = {
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XToString( CoinMode, NUM_COIN_MODES );
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static const CString PremiumNames[NUM_PREMIUMS] = {
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static const CString PremiumNames[] = {
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"none",
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"doubles",
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"joint",
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@@ -100,7 +100,7 @@ static const CString PremiumNames[NUM_PREMIUMS] = {
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XToString( Premium, NUM_PREMIUMS );
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static const CString SortOrderNames[NUM_SORT_ORDERS] = {
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static const CString SortOrderNames[] = {
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"Preferred",
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"Group",
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"Title",
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@@ -146,7 +146,7 @@ static void LuaSortOrder(lua_State* L)
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REGISTER_WITH_LUA_FUNCTION( LuaSortOrder );
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static const CString TapNoteScoreNames[NUM_TAP_NOTE_SCORES] = {
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static const CString TapNoteScoreNames[] = {
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"None",
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"HitMine",
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"AvoidMine",
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@@ -162,7 +162,7 @@ StringToX( TapNoteScore );
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XToThemedString( TapNoteScore, NUM_TAP_NOTE_SCORES );
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static const CString HoldNoteScoreNames[NUM_HOLD_NOTE_SCORES] = {
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static const CString HoldNoteScoreNames[] = {
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"None",
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"NG",
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"OK",
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@@ -172,7 +172,7 @@ StringToX( HoldNoteScore );
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XToThemedString( HoldNoteScore, NUM_HOLD_NOTE_SCORES );
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static const CString MemoryCardStateNames[NUM_MEMORY_CARD_STATES] = {
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static const CString MemoryCardStateNames[] = {
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"ready",
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"checking",
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"late",
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@@ -183,7 +183,7 @@ static const CString MemoryCardStateNames[NUM_MEMORY_CARD_STATES] = {
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XToString( MemoryCardState, NUM_MEMORY_CARD_STATES );
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static const CString PerDifficultyAwardNames[NUM_PER_DIFFICULTY_AWARDS] = {
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static const CString PerDifficultyAwardNames[] = {
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"FullComboGreats",
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"SingleDigitGreats",
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"OneGreat",
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@@ -204,7 +204,7 @@ StringToX( PerDifficultyAward );
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// strings can be used as XML entity names.
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// Numbers are intentially not at the back so that "1000" and "10000" don't
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// conflict when searching for theme elements.
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static const CString PeakComboAwardNames[NUM_PEAK_COMBO_AWARDS] = {
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static const CString PeakComboAwardNames[] = {
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"Peak1000Combo",
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"Peak2000Combo",
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"Peak3000Combo",
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@@ -281,7 +281,7 @@ bool DisplayBpms::IsSecret() const
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return false;
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}
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static const CString StyleTypeNames[NUM_STYLE_TYPES] = {
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static const CString StyleTypeNames[] = {
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"OnePlayerOneSide",
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"TwoPlayersTwoSides",
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"OnePlayerTwoSides",
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@@ -290,7 +290,7 @@ XToString( StyleType, NUM_STYLE_TYPES );
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StringToX( StyleType );
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static const CString MenuDirNames[NUM_MENU_DIRS] = {
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static const CString MenuDirNames[] = {
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"Up",
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"Down",
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"Left",
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@@ -300,7 +300,7 @@ static const CString MenuDirNames[NUM_MENU_DIRS] = {
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XToString( MenuDir, NUM_MENU_DIRS );
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static const CString GoalTypeNames[NUM_GOAL_TYPES] = {
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static const CString GoalTypeNames[] = {
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"Calories",
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"Time",
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"None",
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@@ -5,7 +5,7 @@
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#include "Game.h"
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static const CString GameControllerNames[MAX_GAME_CONTROLLERS] = {
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static const CString GameControllerNames[] = {
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"Controller1",
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"Controller2",
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};
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@@ -2783,7 +2783,7 @@ CString GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameButt
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}
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}
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static const char *szSecondaryNames[NUM_MENU_BUTTONS] =
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static const char *szSecondaryNames[] =
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{
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"MenuLeft",
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"MenuRight",
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@@ -765,7 +765,7 @@ int GameState::GetCourseSongIndex() const
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CString GameState::GetPlayerDisplayName( PlayerNumber pn ) const
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{
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ASSERT( IsPlayerEnabled(pn) );
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const CString defaultnames[NUM_PLAYERS] = { "Player 1", "Player 2" };
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const CString defaultnames[] = { "Player 1", "Player 2" };
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if( IsHumanPlayer(pn) )
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{
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if( !PROFILEMAN->GetPlayerName(pn).empty() )
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@@ -17,7 +17,7 @@ Preference<float> g_fLightsFalloffSeconds( Options, "LightsFalloffSeconds", 0.1f
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Preference<float> g_fLightsAheadSeconds( Options, "LightsAheadSeconds", 0.05f );
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static const CString CabinetLightNames[NUM_CABINET_LIGHTS] = {
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static const CString CabinetLightNames[] = {
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"MarqueeUpLeft",
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"MarqueeUpRight",
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"MarqueeLrLeft",
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@@ -30,7 +30,7 @@ static const CString CabinetLightNames[NUM_CABINET_LIGHTS] = {
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XToString( CabinetLight, NUM_CABINET_LIGHTS );
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StringToX( CabinetLight );
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static const CString LightsModeNames[NUM_LIGHTS_MODES] = {
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static const CString LightsModeNames[] = {
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"Attract",
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"Joining",
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"Menu",
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@@ -8,7 +8,7 @@
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MessageManager* MESSAGEMAN = NULL; // global and accessable from anywhere in our program
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static const CString MessageNames[NUM_MESSAGES] = {
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static const CString MessageNames[] = {
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"CurrentSongChanged",
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"CurrentStepsP1Changed",
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"CurrentStepsP2Changed",
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@@ -29,7 +29,7 @@ enum Part
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const CString& PartToString( Part p );
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#define FOREACH_Part( p ) FOREACH_ENUM( Part, NUM_PARTS, p )
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static const CString PartNames[NUM_PARTS] = {
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static const CString PartNames[] = {
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"TapNote",
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"TapAddition",
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"TapMine",
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@@ -273,13 +273,13 @@ Sprite* NoteColorSprite::Get( NoteType nt )
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}
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static const CString HoldTypeNames[NUM_HOLD_TYPES] = {
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static const CString HoldTypeNames[] = {
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"hold",
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"roll",
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};
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XToString( HoldType, NUM_HOLD_TYPES );
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static const CString ActiveTypeNames[NUM_ACTIVE_TYPES] = {
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static const CString ActiveTypeNames[] = {
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"active",
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"inactive",
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};
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@@ -12,7 +12,7 @@ TapNote TAP_ORIGINAL_AUTO_KEYSOUND ( TapNote::autoKeysound,TapNote::SubType_inva
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TapNote TAP_ADDITION_TAP ( TapNote::tap, TapNote::SubType_invalid, TapNote::addition, "", 0, false, 0 );
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TapNote TAP_ADDITION_MINE ( TapNote::mine, TapNote::SubType_invalid, TapNote::addition, "", 0, false, 0 );
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static const CString NoteTypeNames[NUM_NOTE_TYPES] = {
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static const CString NoteTypeNames[] = {
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"4th",
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"8th",
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"12th",
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@@ -13,7 +13,7 @@
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#include "Course.h"
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#include "Style.h"
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static const CString SelectTypeNames[NUM_SELECT_TYPES] = {
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static const CString SelectTypeNames[] = {
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"SelectOne",
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"SelectMultiple",
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"SelectNone",
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@@ -21,7 +21,7 @@ static const CString SelectTypeNames[NUM_SELECT_TYPES] = {
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XToString( SelectType, NUM_SELECT_TYPES );
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StringToX( SelectType );
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static const CString LayoutTypeNames[NUM_LAYOUT_TYPES] = {
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static const CString LayoutTypeNames[] = {
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"ShowAllInRow",
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"ShowOneInRow",
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};
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@@ -6,7 +6,7 @@
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#include "LuaFunctions.h"
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#include "LuaManager.h"
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static const CString PrefsGroupNames[NUM_PREFS_GROUPS] = {
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static const CString PrefsGroupNames[] = {
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"Debug",
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"Editor",
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"Options",
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@@ -112,7 +112,7 @@ RageKeySym StringToRageKeySym( const CString& s )
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}
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static const CString InputDeviceNames[NUM_INPUT_DEVICES] = {
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static const CString InputDeviceNames[] = {
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"Key",
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"Joy1",
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"Joy2",
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@@ -138,7 +138,7 @@ XToString( InputDevice, NUM_INPUT_DEVICES );
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StringToX( InputDevice );
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static const CString JoystickButtonNames[NUM_JOYSTICK_BUTTONS] = {
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static const CString JoystickButtonNames[] = {
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"Left",
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"Right",
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"Up",
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@@ -200,7 +200,7 @@ XToString( JoystickButton, NUM_JOYSTICK_BUTTONS );
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StringToX( JoystickButton );
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static const CString PumpPadButtonNames[NUM_PUMP_PAD_BUTTONS] = {
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static const CString PumpPadButtonNames[] = {
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"UL",
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"UR",
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"MID",
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@@ -217,7 +217,7 @@ XToString( PumpPadButton, NUM_PUMP_PAD_BUTTONS );
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StringToX( PumpPadButton );
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static const CString ParaPadButtonNames[NUM_PARA_PAD_BUTTONS] = {
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static const CString ParaPadButtonNames[] = {
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"L",
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"UL",
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"U",
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@@ -1309,8 +1309,8 @@ void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType t
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HighScore &hs = m_HighScore[pn];
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if( CodeDetector::EnteredCode(GameI.controller, CodeDetector::CODE_SAVE_SCREENSHOT1) ||
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CodeDetector::EnteredCode(GameI.controller, CodeDetector::CODE_SAVE_SCREENSHOT2) )
|
||||
if( CodeDetector::EnteredCode(GameI.controller, CODE_SAVE_SCREENSHOT1) ||
|
||||
CodeDetector::EnteredCode(GameI.controller, CODE_SAVE_SCREENSHOT2) )
|
||||
{
|
||||
if( !m_bSavedScreenshot[pn] && // only allow one screenshot
|
||||
PROFILEMAN->IsUsingProfile(pn) )
|
||||
|
||||
@@ -135,7 +135,7 @@ void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventTyp
|
||||
}
|
||||
|
||||
PlayerNumber pn = GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber( GameI.controller );
|
||||
if( GAMESTATE->IsHumanPlayer(pn) && CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_CANCEL_ALL_PLAYER_OPTIONS) )
|
||||
if( GAMESTATE->IsHumanPlayer(pn) && CodeDetector::EnteredCode(GameI.controller,CODE_CANCEL_ALL_PLAYER_OPTIONS) )
|
||||
{
|
||||
if( m_CancelAll.IsLoaded() )
|
||||
m_CancelAll.Play();
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
#include "EnumHelper.h"
|
||||
#include "arch/ArchHooks/ArchHooks.h"
|
||||
|
||||
static const CString SetTimeSelectionNames[NUM_SET_TIME_SELECTIONS] = {
|
||||
static const CString SetTimeSelectionNames[] = {
|
||||
"Year",
|
||||
"Month",
|
||||
"Day",
|
||||
|
||||
@@ -128,8 +128,8 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
|
||||
//
|
||||
// detect codes
|
||||
//
|
||||
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME) ||
|
||||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_THEME2) )
|
||||
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME) ||
|
||||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_THEME2) )
|
||||
{
|
||||
THEME->NextTheme();
|
||||
ApplyGraphicOptions(); // update window title and icon
|
||||
@@ -137,8 +137,8 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
|
||||
SCREENMAN->SetNewScreen( m_sName );
|
||||
TEXTUREMAN->DoDelayedDelete();
|
||||
}
|
||||
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER) ||
|
||||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_ANNOUNCER2) )
|
||||
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER) ||
|
||||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_ANNOUNCER2) )
|
||||
{
|
||||
ANNOUNCER->NextAnnouncer();
|
||||
CString sName = ANNOUNCER->GetCurAnnouncerName();
|
||||
@@ -146,8 +146,8 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
|
||||
SCREENMAN->SystemMessage( "Announcer: "+sName );
|
||||
SCREENMAN->SetNewScreen( m_sName );
|
||||
}
|
||||
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME) ||
|
||||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME2) )
|
||||
if( CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME) ||
|
||||
CodeDetector::EnteredCode(GameI.controller,CODE_NEXT_GAME2) )
|
||||
{
|
||||
vector<const Game*> vGames;
|
||||
GAMEMAN->GetEnabledGames( vGames );
|
||||
|
||||
@@ -1460,7 +1460,7 @@ static void HandleInputEvents(float fDeltaTime)
|
||||
|
||||
// check back in event mode
|
||||
if( GAMESTATE->IsEventMode() &&
|
||||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_BACK_IN_EVENT_MODE) )
|
||||
CodeDetector::EnteredCode(GameI.controller,CODE_BACK_IN_EVENT_MODE) )
|
||||
{
|
||||
MenuI.player = PLAYER_1;
|
||||
MenuI.button = MENU_BUTTON_BACK;
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
|
||||
ThemeManager* THEME = NULL; // global object accessable from anywhere in the program
|
||||
|
||||
static const CString ElementCategoryNames[NUM_ELEMENT_CATEGORIES] = {
|
||||
static const CString ElementCategoryNames[] = {
|
||||
"BGAnimations",
|
||||
"Fonts",
|
||||
"Graphics",
|
||||
|
||||
@@ -18,7 +18,7 @@ UnlockManager* UNLOCKMAN = NULL; // global and accessable from anywhere in our p
|
||||
#define UNLOCK_NAMES THEME->GetMetric ("Unlocks","UnlockNames")
|
||||
#define UNLOCK(sLineName) THEME->GetMetric ("Unlocks",ssprintf("Unlock%s",sLineName.c_str()))
|
||||
|
||||
static CString UnlockTypeNames[NUM_UNLOCK_TYPES] =
|
||||
static CString UnlockTypeNames[] =
|
||||
{
|
||||
"ArcadePoints",
|
||||
"DancePoints",
|
||||
|
||||
Reference in New Issue
Block a user