Ripped out existing PlayerOptions Lua interface and replaced it wholesale. Removed PrefsManager's DefaultFailType enum. Moved PlayerOptions::FailType enum to GameConstantsAndTypes and made it Lua accessible. Changed ModsLevel enum to include ModsLevel_Current to make accessing that ModsLevel easier to access. Rearranged ModsGroup appropriately. Added non-const Get functions to ModsGroup. Removed PlayerOptions.m_bSetTiltOrSkew because it had no reason to exist. Moved 200.0f to the const CMOD_DEFAULT because it was being used in more than one place.
This commit is contained in:
+13
-13
@@ -1085,7 +1085,7 @@ void ScreenGameplay::LoadNextSong()
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if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType == SongOptions::LIFE_BATTERY )
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{
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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PO_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, PlayerOptions::FAIL_IMMEDIATE );
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PO_GROUP_ASSIGN( pi->GetPlayerState()->m_PlayerOptions, ModsLevel_Song, m_FailType, FailType_Immediate );
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}
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m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetCurrent().GetString() );
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@@ -1579,7 +1579,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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HealthState &hs = pi->GetPlayerState()->m_HealthState;
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HealthState OldHealthState = hs;
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if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
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if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
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pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing() )
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{
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hs = HealthState_Dead;
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@@ -1588,7 +1588,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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hs = HealthState_Hot;
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}
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else if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
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else if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
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pi->m_pLifeMeter && pi->m_pLifeMeter->IsInDanger() )
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{
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hs = HealthState_Danger;
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@@ -1633,10 +1633,10 @@ void ScreenGameplay::Update( float fDeltaTime )
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{
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PlayerNumber pn = pi->GetStepsAndTrailIndex();
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PlayerOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
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FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
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SongOptions::LifeType lt = GAMESTATE->m_SongOptions.GetCurrent().m_LifeType;
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if( ft == PlayerOptions::FAIL_OFF || ft == PlayerOptions::FAIL_AT_END )
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if( ft == FailType_Off || ft == FailType_EndOfSong )
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continue;
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// check for individual fail
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@@ -1663,7 +1663,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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default:
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break;
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}
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if( bAllowOniDie && ft == PlayerOptions::FAIL_IMMEDIATE )
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if( bAllowOniDie && ft == FailType_Immediate )
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{
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if( !STATSMAN->m_CurStageStats.AllFailed() ) // if not the last one to fail
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{
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@@ -1681,18 +1681,18 @@ void ScreenGameplay::Update( float fDeltaTime )
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bool bAllFailed = true;
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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PlayerOptions::FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
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FailType ft = GAMESTATE->GetPlayerFailType( pi->GetPlayerState() );
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switch( ft )
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{
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case PlayerOptions::FAIL_IMMEDIATE:
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case FailType_Immediate:
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if( pi->m_pLifeMeter == NULL || (pi->m_pLifeMeter && !pi->m_pLifeMeter->IsFailing()) )
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bAllFailed = false;
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break;
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case PlayerOptions::FAIL_IMMEDIATE_CONTINUE:
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case PlayerOptions::FAIL_AT_END:
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case FailType_ImmediateContinue:
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case FailType_EndOfSong:
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bAllFailed = false; // wait until the end of the song to fail.
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break;
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case PlayerOptions::FAIL_OFF:
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case FailType_Off:
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bAllFailed = false; // never fail.
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break;
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default:
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@@ -1812,7 +1812,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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bool bAllHumanHaveBigMissCombo = true;
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FOREACH_EnabledPlayerNumberInfo( m_vPlayerInfo, pi )
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{
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if (pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_FailType == PlayerOptions::FAIL_OFF ||
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if (pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_FailType == FailType_Off ||
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pi->GetPlayerState()->m_HealthState < HealthState_Dead )
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{
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bAllHumanHaveBigMissCombo = false;
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@@ -2434,7 +2434,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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// Mark failure.
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if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != PlayerOptions::FAIL_OFF &&
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if( GAMESTATE->GetPlayerFailType(pi->GetPlayerState()) != FailType_Off &&
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(pi->m_pLifeMeter && pi->m_pLifeMeter->IsFailing()) )
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pi->GetPlayerStageStats()->m_bFailed = true;
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