fixed some ScreenGameplay transition glitches
fix cracks in BGAnimation tiles (mostly)
This commit is contained in:
@@ -444,8 +444,8 @@ SurviveTimeX=320
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SurviveTimeY=340
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DebugX=320
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DebugY=240
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StatusIconsX=320
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StatusIconsY=400
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AutoPlayX=320
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AutoPlayY=400
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SecondsBetweenComments=10
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DemonstrationSeconds=30
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TickEarlySeconds=0.05
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@@ -42,6 +42,7 @@ Actor::Actor()
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m_bShadow = false;
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m_fShadowLength = 4;
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m_bTextureWrapping = false;
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m_bIsAnimating = true;
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m_bBlendAdd = false;
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}
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@@ -619,9 +620,9 @@ void Actor::Command( CString sCommandString )
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else if( sName=="effectcolor2" ) SetEffectColor2( RageColor(fParam(0),fParam(1),fParam(2),fParam(3)) );
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else if( sName=="effectperiod" ) SetEffectPeriod( fParam(0) );
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else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fParam(0),fParam(1),fParam(2)) );
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else if( sName=="startanimating" ) this->StartAnimating();
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else if( sName=="stopanimating" ) this->StopAnimating();
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else if( sName=="additiveblend" ) EnableAdditiveBlend( iParam(0)!=0 );
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else if( sName=="animate" ) EnableAnimation( bParam(0) );
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else if( sName=="texturewrapping" ) EnableTextureWrapping( bParam(0) );
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else if( sName=="additiveblend" ) EnableAdditiveBlend( bParam(0) );
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else
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{
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CString sError = ssprintf( "Unrecognized command name '%s' in command string '%s'.", sName.GetString(), sCommandString.GetString() );
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@@ -273,6 +273,8 @@ public:
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virtual void StartAnimating() { this->EnableAnimation(true); };
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virtual void StopAnimating() { this->EnableAnimation(false); };
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virtual void EnableTextureWrapping( bool b ) { m_bTextureWrapping = b; }
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//
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// fade command
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//
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@@ -345,6 +347,7 @@ protected:
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//
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bool m_bShadow;
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float m_fShadowLength;
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bool m_bTextureWrapping;
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bool m_bIsAnimating;
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bool m_bBlendAdd;
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@@ -326,15 +326,15 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
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m_fTilesStartY = m_Sprites[0].GetUnzoomedHeight() / 2;
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m_fTilesSpacingX = m_Sprites[0].GetUnzoomedWidth();
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m_fTilesSpacingY = m_Sprites[0].GetUnzoomedHeight();
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// HACK: fix cracks in tiles
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m_fTilesSpacingX -= 1;
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m_fTilesSpacingY -= 1;
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m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
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m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
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for( int x=0; x<m_iNumTilesWide; x++ )
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{
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for( int y=0; y<m_iNumTilesHigh; y++ )
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{
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int i = y*m_iNumTilesWide + x;
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m_Sprites[i].Load( ID );
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m_Sprites[i].EnableTextureWrapping( true ); // gets rid of some "cracks"
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switch( effect )
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{
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@@ -539,24 +539,26 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
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break;
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case TYPE_TILES:
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{
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m_Sprites[0].Load( sPath );
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RageTextureID ID(sPath);
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ID.bStretch = true;
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m_Sprites[0].Load( ID );
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if( m_fTilesSpacingX == -1 )
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{
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m_fTilesSpacingX = m_Sprites[0].GetUnzoomedWidth();
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m_fTilesSpacingX -= 1;
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m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
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}
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if( m_fTilesSpacingY == -1 )
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{
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m_fTilesSpacingY = m_Sprites[0].GetUnzoomedHeight();
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m_fTilesSpacingY -= 1;
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m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
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}
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m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
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m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
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m_iNumSprites = m_iNumTilesWide * m_iNumTilesHigh;
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for( unsigned i=0; i<m_iNumSprites; i++ )
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{
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m_Sprites[i].Load( sPath );
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//m_Sprites[i].SetXY( ); // let Update set X and Y
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m_Sprites[i].Load( ID );
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m_Sprites[i].EnableTextureWrapping( true ); // gets rid of some "cracks"
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m_Sprites[i].SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
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}
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}
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@@ -521,7 +521,10 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
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m_sprTryExtraStage.SetEffectGlowShift( 2.5f );
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this->AddChild( &m_sprTryExtraStage );
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","ScreenEvaluation extra stage") );
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if( GAMESTATE->IsExtraStage() )
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","ScreenEvaluation extra2") );
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else
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SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","ScreenEvaluation extra1") );
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}
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else if( bOneHasNewRecord && ANNOUNCER->HasSoundsFor("evaluation new record") )
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{
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@@ -70,8 +70,8 @@
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#define ACTIVE_ITEMS_Y( p, e, r ) THEME->GetMetricF("ScreenGameplay",ssprintf("ActiveItemsP%d%s%sY",p+1,e?"Extra":"",r?"Reverse":""))
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#define DEBUG_X THEME->GetMetricF("ScreenGameplay","DebugX")
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#define DEBUG_Y THEME->GetMetricF("ScreenGameplay","DebugY")
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#define STATUS_ICONS_X THEME->GetMetricF("ScreenGameplay","StatusIconsX")
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#define STATUS_ICONS_Y THEME->GetMetricF("ScreenGameplay","StatusIconsY")
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#define AUTOPLAY_X THEME->GetMetricF("ScreenGameplay","AutoPlayX")
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#define AUTOPLAY_Y THEME->GetMetricF("ScreenGameplay","AutoPlayY")
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#define SURVIVE_TIME_X THEME->GetMetricF("ScreenGameplay","SurviveTimeX")
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#define SURVIVE_TIME_Y THEME->GetMetricF("ScreenGameplay","SurviveTimeY")
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CachedThemeMetric SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
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@@ -104,6 +104,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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{
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LOG->Trace( "ScreenGameplay::ScreenGameplay()" );
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m_bDemonstration = bDemonstration;
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SECONDS_BETWEEN_COMMENTS.Refresh();
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G_TICK_EARLY_SECONDS.Refresh();
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@@ -396,9 +397,10 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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//this->AddChild( &m_textLyrics ); -- THIS IS NOT DONE YET!! (Miryokuteki)
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m_textOptions.LoadFromFont( THEME->GetPathTo("Fonts","header2") );
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this->AddChild( &m_textOptions );
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UpdateOptionsText();
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m_textAutoPlay.LoadFromFont( THEME->GetPathTo("Fonts","header2") );
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m_textAutoPlay.SetXY( AUTOPLAY_X, AUTOPLAY_Y );
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this->AddChild( &m_textAutoPlay );
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UpdateAutoPlayText();
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m_BPMDisplay.SetXY( BPM_X, BPM_Y );
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@@ -471,60 +473,37 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration )
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m_soundFail.Load( THEME->GetPathTo("Sounds","ScreenGameplay failed") );
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m_soundTryExtraStage.Load( THEME->GetPathTo("Sounds","ScreenGameplay extra") );
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m_soundOniDie.Load( THEME->GetPathTo("Sounds","ScreenGameplay oni die") );
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m_announcerReady.Load( ANNOUNCER->GetPathTo("ScreenGameplay ready") );
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m_announcerReady.Load( ANNOUNCER->GetPathTo("gameplay ready") );
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("ScreenGameplay here we go extra") );
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go extra") );
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else if( GAMESTATE->IsFinalStage() )
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("ScreenGameplay here we go final") );
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go final") );
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else
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("ScreenGameplay here we go normal") );
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m_announcerDanger.Load( ANNOUNCER->GetPathTo("ScreenGameplay comment danger") );
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m_announcerGood.Load( ANNOUNCER->GetPathTo("ScreenGameplay comment good") );
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m_announcerHot.Load( ANNOUNCER->GetPathTo("ScreenGameplay comment hot") );
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m_announcerOni.Load( ANNOUNCER->GetPathTo("ScreenGameplay comment oni") );
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m_announcerHereWeGo.Load( ANNOUNCER->GetPathTo("gameplay here we go normal") );
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m_announcerDanger.Load( ANNOUNCER->GetPathTo("gameplay comment danger") );
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m_announcerGood.Load( ANNOUNCER->GetPathTo("gameplay comment good") );
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m_announcerHot.Load( ANNOUNCER->GetPathTo("gameplay comment hot") );
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m_announcerOni.Load( ANNOUNCER->GetPathTo("gameplay comment oni") );
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m_announcer100Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 100 combo") );
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m_announcer200Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 200 combo") );
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m_announcer300Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 300 combo") );
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m_announcer400Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 400 combo") );
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m_announcer500Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 500 combo") );
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m_announcer600Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 600 combo") );
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m_announcer700Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 700 combo") );
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m_announcer800Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 800 combo") );
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m_announcer900Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 900 combo") );
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m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("ScreenGameplay 1000 combo") );
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m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("ScreenGameplay combo stopped") );
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m_announcer100Combo.Load( ANNOUNCER->GetPathTo("gameplay 100 combo") );
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m_announcer200Combo.Load( ANNOUNCER->GetPathTo("gameplay 200 combo") );
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m_announcer300Combo.Load( ANNOUNCER->GetPathTo("gameplay 300 combo") );
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m_announcer400Combo.Load( ANNOUNCER->GetPathTo("gameplay 400 combo") );
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m_announcer500Combo.Load( ANNOUNCER->GetPathTo("gameplay 500 combo") );
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m_announcer600Combo.Load( ANNOUNCER->GetPathTo("gameplay 600 combo") );
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m_announcer700Combo.Load( ANNOUNCER->GetPathTo("gameplay 700 combo") );
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m_announcer800Combo.Load( ANNOUNCER->GetPathTo("gameplay 800 combo") );
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m_announcer900Combo.Load( ANNOUNCER->GetPathTo("gameplay 900 combo") );
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m_announcer1000Combo.Load( ANNOUNCER->GetPathTo("gameplay 1000 combo") );
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m_announcerComboStopped.Load( ANNOUNCER->GetPathTo("gameplay combo stopped") );
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m_soundAssistTick.Load( THEME->GetPathTo("Sounds","ScreenGameplay assist tick") );
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}
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//
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// Get the transitions rolling
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//
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if( bDemonstration )
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{
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StartPlayingSong( 0, 0 ); // *kick* (no transitions)
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}
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else
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{
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float fMinTimeToMusic = m_In.GetLengthSeconds(); // start of m_Ready
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float fMinTimeToNotes = fMinTimeToMusic + m_Ready.GetLengthSeconds() + m_Go.GetLengthSeconds()+2; // end of Go
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/*
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* Tell the music to start, but don't actually make any noise for
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* at least 2.5 (or 1.5) seconds. (This is so we scroll on screen smoothly.)
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*
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* This is only a minimum: the music might be started later, to meet
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* the minimum-time-to-notes value. If you're writing song data,
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* and you want to make sure we get ideal timing here, make sure there's
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* a bit of space at the beginning of the music with no steps.
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*/
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/*float delay =*/ StartPlayingSong( fMinTimeToNotes, fMinTimeToMusic );
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m_In.StartTransitioning( SM_PlayReady );
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}
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m_iRowLastCrossed = -1;
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// Get the transitions rolling on the first update.
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// We can't do this in the constructor because ScreenGameplay is constructed
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// in the middle of ScreenStage.
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}
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ScreenGameplay::~ScreenGameplay()
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@@ -762,6 +741,38 @@ bool ScreenGameplay::IsTimeToPlayTicks() const
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void ScreenGameplay::Update( float fDeltaTime )
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{
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if( m_bFirstUpdate )
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{
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//
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// Get the transitions rolling
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//
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if( m_bDemonstration )
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{
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StartPlayingSong( 0, 0 ); // *kick* (no transitions)
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}
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else
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{
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float fMinTimeToMusic = m_In.GetLengthSeconds(); // start of m_Ready
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float fMinTimeToNotes = fMinTimeToMusic + m_Ready.GetLengthSeconds() + m_Go.GetLengthSeconds()+2; // end of Go
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/*
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* Tell the music to start, but don't actually make any noise for
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* at least 2.5 (or 1.5) seconds. (This is so we scroll on screen smoothly.)
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*
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* This is only a minimum: the music might be started later, to meet
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* the minimum-time-to-notes value. If you're writing song data,
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* and you want to make sure we get ideal timing here, make sure there's
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* a bit of space at the beginning of the music with no steps.
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*/
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/*float delay =*/ StartPlayingSong( fMinTimeToNotes, fMinTimeToMusic );
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m_In.StartTransitioning( SM_PlayReady );
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}
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}
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/* Very important: Update GAMESTATE's song beat information
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* -before- calling update on all the classes that depend on it.
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* If you don't do this first, the classes are all acting on old
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@@ -996,7 +1007,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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case SDLK_F6:
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m_bChangedOffsetOrBPM = true;
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GAMESTATE->m_SongOptions.m_bAutoSync = !GAMESTATE->m_SongOptions.m_bAutoSync; // toggle
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UpdateOptionsText();
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UpdateAutoPlayText();
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break;
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case SDLK_F7:
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if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_NONE )
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@@ -1013,7 +1024,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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break;
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case SDLK_F8:
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PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
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UpdateOptionsText();
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UpdateAutoPlayText();
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break;
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case SDLK_F9:
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case SDLK_F10:
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@@ -1098,7 +1109,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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}
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}
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void ScreenGameplay::UpdateOptionsText()
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void ScreenGameplay::UpdateAutoPlayText()
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{
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CString sText;
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@@ -1109,6 +1120,8 @@ void ScreenGameplay::UpdateOptionsText()
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if( sText.length() > 0 )
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sText.resize( sText.length()-5 );
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m_textAutoPlay.SetText( sText );
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}
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void SaveChanges()
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@@ -1505,13 +1518,13 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,0) );
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}
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("ScreenGameplay failed") );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
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// SCREENMAN->SendMessageToTopScreen( SM_GoToScreenAfterFail, 5.0f );
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break;
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/* case SM_PlayFailComment:
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("ScreenGameplay failed") );
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SOUNDMAN->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay failed") );
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break;
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*/
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case SM_GoToScreenAfterFail:
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@@ -112,8 +112,8 @@ protected:
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BitmapText m_textDebug;
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BitmapText m_textLyrics;
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BitmapText m_textOptions; // for AutoPlay, AutoAdjust
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void UpdateOptionsText();
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BitmapText m_textAutoPlay; // for AutoPlay, AutoAdjust
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void UpdateAutoPlayText();
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BitmapText m_MaxCombo;
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@@ -163,7 +163,7 @@ protected:
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RandomSample m_announcer1000Combo;
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RandomSample m_announcerComboStopped;
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bool m_bDemonstration;
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int m_iRowLastCrossed;
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RageSound m_soundAssistTick;
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@@ -205,6 +205,11 @@ void ScreenManager::LoadPreppedScreen()
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{
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ASSERT( m_ScreenBuffered != NULL);
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SetNewScreen( m_ScreenBuffered );
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// Need to update the new screen once, or else it will be
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// drawn before ever being Update()d.
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Update( 0 );
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m_ScreenBuffered = NULL;
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}
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@@ -243,9 +243,9 @@ void Sprite::DrawPrimitives()
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v[2].t = RageVector2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
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v[3].t = RageVector2( pTexCoordRect->right, pTexCoordRect->top ); // top right
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// if the texture has more than one frame, we're going to get border mess from the
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// neighboring frame, so don't bother turning wrapping off.
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if( m_pTexture->GetNumFrames() == 1 )
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if( m_bTextureWrapping )
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DISPLAY->EnableTextureWrapping();
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else
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DISPLAY->DisableTextureWrapping();
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}
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}
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+10
-10
@@ -60,7 +60,7 @@ IntDir=.\../Release6
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||||
TargetDir=\stepmania\stepmania
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||||
TargetName=StepMania
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SOURCE="$(InputPath)"
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||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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||||
# End Special Build Tool
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||||
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||||
@@ -95,7 +95,7 @@ IntDir=.\../Debug6
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||||
TargetDir=\stepmania\stepmania
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||||
TargetName=StepMania-debug
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||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -1677,14 +1677,6 @@ SOURCE=.\ScreenMachineOptions.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenManager.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenManager.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenMapControllers.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
@@ -2009,6 +2001,14 @@ SOURCE=.\PrefsManager.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenManager.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenManager.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\SongManager.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
@@ -303,12 +303,6 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
<File
|
||||
RelativePath="ScreenMachineOptions.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenManager.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenManager.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenMapControllers.cpp">
|
||||
</File>
|
||||
@@ -1609,6 +1603,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
<File
|
||||
RelativePath=".\PrefsManager.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenManager.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenManager.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\SongManager.cpp">
|
||||
</File>
|
||||
|
||||
Reference in New Issue
Block a user