moved some things around in preparation for new game types
This commit is contained in:
@@ -12,6 +12,7 @@
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#include "PrefsManager.h"
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#include "IniFile.h"
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#include "GameManager.h"
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PrefsManager* PREFS = NULL; // global and accessable from anywhere in our program
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@@ -21,10 +22,8 @@ PrefsManager* PREFS = NULL; // global and accessable from anywhere in our progra
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PrefsManager::PrefsManager()
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{
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m_GameMode = MODE_SINGLE;
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m_SongSortOrder = SORT_GROUP;
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m_iCurrentStage = 1;
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m_ThemeName = "default";
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ReadPrefsFromDisk();
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SetHardCodedButtons();
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@@ -275,27 +274,27 @@ bool PrefsManager::PadToDevice( PadInput pi, int iSoltNum, DeviceInput& di ) //
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void PrefsManager::PadToPlayer( PadInput PadI, PlayerInput &PlayerI )
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{
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PlayerI.player_no = PLAYER_NONE;
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PlayerI.step = STEP_NONE;
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PlayerI.note = NOTE_NONE;
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switch( m_GameMode )
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switch( GAME->m_DanceStyle )
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{
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case MODE_SINGLE:
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case MODE_SOLO:
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case STYLE_SINGLE:
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case STYLE_SOLO:
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if( PadI.pad_no == PAD_1 )
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PlayerI.player_no = PLAYER_1;
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else
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PlayerI.player_no = PLAYER_NONE;
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if ( PadI.button == BUTTON_LEFT ) PlayerI.step |= STEP_PAD1_LEFT;
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if ( PadI.button == BUTTON_UPLEFT ) PlayerI.step |= STEP_PAD1_UPLEFT;
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if ( PadI.button == BUTTON_DOWN ) PlayerI.step |= STEP_PAD1_DOWN;
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if ( PadI.button == BUTTON_UP ) PlayerI.step |= STEP_PAD1_UP;
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if ( PadI.button == BUTTON_UPRIGHT ) PlayerI.step |= STEP_PAD1_UPRIGHT;
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if ( PadI.button == BUTTON_RIGHT ) PlayerI.step |= STEP_PAD1_RIGHT;
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if ( PadI.button == BUTTON_LEFT ) PlayerI.note |= NOTE_PAD1_LEFT;
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if ( PadI.button == BUTTON_UPLEFT ) PlayerI.note |= NOTE_PAD1_UPLEFT;
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if ( PadI.button == BUTTON_DOWN ) PlayerI.note |= NOTE_PAD1_DOWN;
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if ( PadI.button == BUTTON_UP ) PlayerI.note |= NOTE_PAD1_UP;
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if ( PadI.button == BUTTON_UPRIGHT ) PlayerI.note |= NOTE_PAD1_UPRIGHT;
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if ( PadI.button == BUTTON_RIGHT ) PlayerI.note |= NOTE_PAD1_RIGHT;
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break;
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case MODE_VERSUS:
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case MODE_COUPLE:
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case STYLE_VERSUS:
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case STYLE_COUPLE:
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if( PadI.pad_no == PAD_1 )
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PlayerI.player_no = PLAYER_1;
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else if( PadI.pad_no == PAD_2 )
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@@ -303,31 +302,31 @@ void PrefsManager::PadToPlayer( PadInput PadI, PlayerInput &PlayerI )
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else
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PlayerI.player_no = PLAYER_NONE;
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if ( PadI.button == BUTTON_LEFT ) PlayerI.step |= STEP_PAD1_LEFT;
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if ( PadI.button == BUTTON_UPLEFT ) PlayerI.step |= STEP_PAD1_UPLEFT;
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if ( PadI.button == BUTTON_DOWN ) PlayerI.step |= STEP_PAD1_DOWN;
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if ( PadI.button == BUTTON_UP ) PlayerI.step |= STEP_PAD1_UP;
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if ( PadI.button == BUTTON_UPRIGHT ) PlayerI.step |= STEP_PAD1_UPRIGHT;
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if ( PadI.button == BUTTON_RIGHT ) PlayerI.step |= STEP_PAD1_RIGHT;
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if ( PadI.button == BUTTON_LEFT ) PlayerI.note |= NOTE_PAD1_LEFT;
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if ( PadI.button == BUTTON_UPLEFT ) PlayerI.note |= NOTE_PAD1_UPLEFT;
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if ( PadI.button == BUTTON_DOWN ) PlayerI.note |= NOTE_PAD1_DOWN;
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if ( PadI.button == BUTTON_UP ) PlayerI.note |= NOTE_PAD1_UP;
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if ( PadI.button == BUTTON_UPRIGHT ) PlayerI.note |= NOTE_PAD1_UPRIGHT;
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if ( PadI.button == BUTTON_RIGHT ) PlayerI.note |= NOTE_PAD1_RIGHT;
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break;
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case MODE_DOUBLE:
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case STYLE_DOUBLE:
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switch( PadI.pad_no )
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{
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case PAD_1:
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PlayerI.player_no = PLAYER_1;
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if ( PadI.button == BUTTON_LEFT ) PlayerI.step |= STEP_PAD1_LEFT;
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if ( PadI.button == BUTTON_DOWN ) PlayerI.step |= STEP_PAD1_DOWN;
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if ( PadI.button == BUTTON_UP ) PlayerI.step |= STEP_PAD1_UP;
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if ( PadI.button == BUTTON_RIGHT ) PlayerI.step |= STEP_PAD1_RIGHT;
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if ( PadI.button == BUTTON_LEFT ) PlayerI.note |= NOTE_PAD1_LEFT;
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if ( PadI.button == BUTTON_DOWN ) PlayerI.note |= NOTE_PAD1_DOWN;
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if ( PadI.button == BUTTON_UP ) PlayerI.note |= NOTE_PAD1_UP;
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if ( PadI.button == BUTTON_RIGHT ) PlayerI.note |= NOTE_PAD1_RIGHT;
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break;
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case PAD_2:
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PlayerI.player_no = PLAYER_1;
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if ( PadI.button == BUTTON_LEFT ) PlayerI.step |= STEP_PAD2_LEFT;
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if ( PadI.button == BUTTON_DOWN ) PlayerI.step |= STEP_PAD2_DOWN;
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if ( PadI.button == BUTTON_UP ) PlayerI.step |= STEP_PAD2_UP;
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if ( PadI.button == BUTTON_RIGHT ) PlayerI.step |= STEP_PAD2_RIGHT;
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if ( PadI.button == BUTTON_LEFT ) PlayerI.note |= NOTE_PAD2_LEFT;
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if ( PadI.button == BUTTON_DOWN ) PlayerI.note |= NOTE_PAD2_DOWN;
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if ( PadI.button == BUTTON_UP ) PlayerI.note |= NOTE_PAD2_UP;
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if ( PadI.button == BUTTON_RIGHT ) PlayerI.note |= NOTE_PAD2_RIGHT;
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break;
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case PAD_NONE:
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PlayerI.player_no = PLAYER_NONE;
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@@ -336,7 +335,7 @@ void PrefsManager::PadToPlayer( PadInput PadI, PlayerInput &PlayerI )
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break;
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default:
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ASSERT( false ); // invalid GameMode
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ASSERT( false ); // invalid DanceStyle
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}
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}
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@@ -345,38 +344,38 @@ void PrefsManager::PlayerToPad( PlayerInput PlayerI, PadInput &PadI )
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PadI.pad_no = PAD_NONE;
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PadI.button = BUTTON_NONE;
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switch( m_GameMode )
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switch( GAME->m_DanceStyle )
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{
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case MODE_SINGLE:
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case MODE_SOLO:
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case MODE_VERSUS:
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case MODE_COUPLE:
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case STYLE_SINGLE:
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case STYLE_SOLO:
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case STYLE_VERSUS:
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case STYLE_COUPLE:
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PadI.pad_no = (PadNumber)PlayerI.player_no;
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if ( PlayerI.step == STEP_PAD1_LEFT ) PadI.button = BUTTON_LEFT;
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if ( PlayerI.step == STEP_PAD1_UPLEFT ) PadI.button = BUTTON_UPLEFT;
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if ( PlayerI.step == STEP_PAD1_DOWN ) PadI.button = BUTTON_DOWN;
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if ( PlayerI.step == STEP_PAD1_UP ) PadI.button = BUTTON_UP;
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if ( PlayerI.step == STEP_PAD1_UPRIGHT ) PadI.button = BUTTON_UPRIGHT;
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if ( PlayerI.step == STEP_PAD1_RIGHT ) PadI.button = BUTTON_RIGHT;
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if ( PlayerI.note == NOTE_PAD1_LEFT ) PadI.button = BUTTON_LEFT;
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if ( PlayerI.note == NOTE_PAD1_UPLEFT ) PadI.button = BUTTON_UPLEFT;
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if ( PlayerI.note == NOTE_PAD1_DOWN ) PadI.button = BUTTON_DOWN;
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if ( PlayerI.note == NOTE_PAD1_UP ) PadI.button = BUTTON_UP;
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if ( PlayerI.note == NOTE_PAD1_UPRIGHT ) PadI.button = BUTTON_UPRIGHT;
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if ( PlayerI.note == NOTE_PAD1_RIGHT ) PadI.button = BUTTON_RIGHT;
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break;
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case MODE_DOUBLE:
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switch( PlayerI.step )
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case STYLE_DOUBLE:
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switch( PlayerI.note )
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{
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case STEP_PAD1_LEFT: PadI.pad_no = PAD_1; PadI.button = BUTTON_LEFT; break;
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case STEP_PAD1_DOWN: PadI.pad_no = PAD_1; PadI.button = BUTTON_DOWN; break;
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case STEP_PAD1_UP: PadI.pad_no = PAD_1; PadI.button = BUTTON_UP; break;
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case STEP_PAD1_RIGHT: PadI.pad_no = PAD_1; PadI.button = BUTTON_RIGHT; break;
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case STEP_PAD2_LEFT: PadI.pad_no = PAD_2; PadI.button = BUTTON_LEFT; break;
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case STEP_PAD2_DOWN: PadI.pad_no = PAD_2; PadI.button = BUTTON_DOWN; break;
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case STEP_PAD2_UP: PadI.pad_no = PAD_2; PadI.button = BUTTON_UP; break;
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case STEP_PAD2_RIGHT: PadI.pad_no = PAD_2; PadI.button = BUTTON_RIGHT; break;
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case NOTE_PAD1_LEFT: PadI.pad_no = PAD_1; PadI.button = BUTTON_LEFT; break;
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case NOTE_PAD1_DOWN: PadI.pad_no = PAD_1; PadI.button = BUTTON_DOWN; break;
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case NOTE_PAD1_UP: PadI.pad_no = PAD_1; PadI.button = BUTTON_UP; break;
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case NOTE_PAD1_RIGHT: PadI.pad_no = PAD_1; PadI.button = BUTTON_RIGHT; break;
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case NOTE_PAD2_LEFT: PadI.pad_no = PAD_2; PadI.button = BUTTON_LEFT; break;
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case NOTE_PAD2_DOWN: PadI.pad_no = PAD_2; PadI.button = BUTTON_DOWN; break;
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case NOTE_PAD2_UP: PadI.pad_no = PAD_2; PadI.button = BUTTON_UP; break;
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case NOTE_PAD2_RIGHT: PadI.pad_no = PAD_2; PadI.button = BUTTON_RIGHT; break;
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}
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break;
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default:
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ASSERT( false ); // invalid GameMode
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ASSERT( false ); // invalid DanceStyle
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}
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}
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