Don't count demo play in NumTimesPlayed.
Fix BeginnerHelper model load crash; simplify.
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@@ -63,12 +63,13 @@ static CString GetAnimPath( Animation a )
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BeginnerHelper::BeginnerHelper()
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{
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LOG->Trace("BeginnerHelper::BeginnerHelper()");
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m_bFlashEnabled = false;
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m_bShowBackground = true;
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m_bInitialized = false;
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m_iLastRowChecked = 0;
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this->AddChild(&m_sBackground);
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for( int pn=0; pn < NUM_PLAYERS; pn++ )
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m_bPlayerEnabled[pn] = false;
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}
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BeginnerHelper::~BeginnerHelper()
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@@ -109,9 +110,18 @@ void BeginnerHelper::AddPlayer( int pn, NoteData *pNotes )
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{
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ASSERT( !m_bInitialized );
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ASSERT( pNotes != NULL );
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ASSERT( pn >= 0 && pn < NUM_PLAYERS);
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ASSERT( pn >= 0 && pn < NUM_PLAYERS );
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ASSERT( GAMESTATE->IsHumanPlayer(pn) );
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if( !CanUse() )
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return;
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const Character *Character = GAMESTATE->m_pCurCharacters[pn];
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ASSERT( Character != NULL );
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if( !DoesFileExist( Character->GetModelPath() ) )
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return;
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m_NoteData[pn].CopyAll( pNotes );
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m_bPlayerEnabled[pn] = true;
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}
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bool BeginnerHelper::CanUse()
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@@ -135,7 +145,17 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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{
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ASSERT( !m_bInitialized );
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if (!CanUse()) // if we can't be used, bail now.
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/* If no players were successfully added, bail. */
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{
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bool bAnyLoaded = false;
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for( int pn=0; pn < NUM_PLAYERS; pn++ )
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if( m_bPlayerEnabled[pn] )
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bAnyLoaded = true;
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if( !bAnyLoaded )
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return false;
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}
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if( !CanUse() ) // if we can't be used, bail now.
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return false;
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// Load the StepCircle, Background, and flash animation
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@@ -171,11 +191,8 @@ bool BeginnerHelper::Initialize( int iDancePadType )
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for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
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{
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if( !GAMESTATE->IsHumanPlayer(pl))
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continue;
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if( GAMESTATE->m_pCurNotes[pl]->GetDifficulty() != DIFFICULTY_BEGINNER )
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continue;
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if( !m_bPlayerEnabled[pl] )
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continue; // skip
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const Character *Character = GAMESTATE->m_pCurCharacters[pl];
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ASSERT( Character != NULL );
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@@ -281,22 +298,22 @@ void BeginnerHelper::Update( float fDeltaTime )
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for(int pn = 0; pn < NUM_PLAYERS; pn++ )
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{
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if( !( GAMESTATE->IsHumanPlayer(pn) && GAMESTATE->m_pCurNotes[pn]->GetDifficulty() == DIFFICULTY_BEGINNER) )
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if( !m_bPlayerEnabled[pn] )
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continue; // skip
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if( (m_NoteData[pn].IsThereATapAtRow( BeatToNoteRowNotRounded((GAMESTATE->m_fSongBeat+0.01f)) ) ) )
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FlashOnce();
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for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++)
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{
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if((m_NoteData[pn].IsThereATapAtRow( iRow )))
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{
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int iStep = 0;
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const int iNumTracks = m_NoteData[pn].GetNumTracks();
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for( int k=0; k<iNumTracks; k++ )
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if( m_NoteData[pn].GetTapNote(k, iRow ) == TAP_TAP )
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iStep |= 1 << k;
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Step( pn, iStep );
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}
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if( !m_NoteData[pn].IsThereATapAtRow( iRow ) )
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continue;
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int iStep = 0;
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const int iNumTracks = m_NoteData[pn].GetNumTracks();
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for( int k=0; k<iNumTracks; k++ )
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if( m_NoteData[pn].GetTapNote(k, iRow ) == TAP_TAP )
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iStep |= 1 << k;
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Step( pn, iStep );
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}
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}
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m_iLastRowChecked = iCurRow;
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@@ -33,6 +33,7 @@ protected:
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void Step( int pn, int CSTEP );
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NoteData m_NoteData[NUM_PLAYERS];
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bool m_bPlayerEnabled[NUM_PLAYERS];
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Model m_mDancer[NUM_PLAYERS];
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Model m_mDancePad;
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Sprite m_sFlash;
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@@ -161,8 +161,11 @@ ScreenGameplay::ScreenGameplay( CString sName, bool bDemonstration ) : Screen("S
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{
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const StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
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/* Increment the play count. */
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for( int mc = 0; mc < NUM_MEMORY_CARDS; ++mc )
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++GAMESTATE->m_pCurCourse->m_MemCardDatas[st][mc].iNumTimesPlayed;
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if( !m_bDemonstration )
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{
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for( int mc = 0; mc < NUM_MEMORY_CARDS; ++mc )
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++GAMESTATE->m_pCurCourse->m_MemCardDatas[st][mc].iNumTimesPlayed;
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}
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vector<Course::Info> ci;
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GAMESTATE->m_pCurCourse->GetCourseInfo( GAMESTATE->GetCurrentStyleDef()->m_StepsType, ci );
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@@ -749,8 +752,11 @@ void ScreenGameplay::LoadNextSong()
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/* Increment the play count even if the player fails. (It's still popular,
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* even if the people playing it aren't good at it.) */
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for( int mc = 0; mc < NUM_MEMORY_CARDS; ++mc )
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++GAMESTATE->m_pCurNotes[p]->m_MemCardDatas[mc].iNumTimesPlayed;
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if( !m_bDemonstration )
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{
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for( int mc = 0; mc < NUM_MEMORY_CARDS; ++mc )
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++GAMESTATE->m_pCurNotes[p]->m_MemCardDatas[mc].iNumTimesPlayed;
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}
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// Put course options into effect.
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for( unsigned i=0; i<m_asModifiersQueue[p][iPlaySongIndex].size(); ++i )
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@@ -895,31 +901,23 @@ void ScreenGameplay::LoadNextSong()
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// Check to see if any players are in beginner mode.
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// Note: steps can be different if turn modifiers are used.
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if( PREFSMAN->m_bShowBeginnerHelper && BeginnerHelper::CanUse())
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if( PREFSMAN->m_bShowBeginnerHelper )
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{
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bool anybeginners = false;
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for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsHumanPlayer(p) && GAMESTATE->m_pCurNotes[p]->GetDifficulty() == DIFFICULTY_BEGINNER )
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m_BeginnerHelper.AddPlayer( p, &m_Player[p] );
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}
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for( int pb=0; pb<NUM_PLAYERS; pb++ )
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if( GAMESTATE->IsHumanPlayer(pb) && GAMESTATE->m_pCurNotes[pb]->GetDifficulty() == DIFFICULTY_BEGINNER )
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{
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anybeginners = true;
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m_BeginnerHelper.AddPlayer( pb, &m_Player[pb] );
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}
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if(anybeginners && m_BeginnerHelper.Initialize( 2 )) // Init for doubles
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{
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m_Background.Unload(); // BeginnerHelper has its own BG control.
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m_Background.StopAnimating();
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m_BeginnerHelper.SetX( CENTER_X );
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m_BeginnerHelper.SetY( CENTER_Y );
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}
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else
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{
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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}
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if( m_BeginnerHelper.Initialize( 2 ) ) // Init for doubles
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{
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m_Background.Unload(); // BeginnerHelper has its own BG control.
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m_Background.StopAnimating();
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m_BeginnerHelper.SetX( CENTER_X );
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m_BeginnerHelper.SetY( CENTER_Y );
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}
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else
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{
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/* BeginnerHelper disabled/failed to load. */
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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}
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