remove unused TimingAssist
This commit is contained in:
@@ -73,8 +73,6 @@ const OptionColumnEntry g_OptionColumnEntries[] =
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{"Space", 6},
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{"Hallway", 6},
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{"Distant", 6},
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{"TimingAssist",-1},
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};
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int OptionToPreferredColumn( CString sOptionText )
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@@ -40,7 +40,6 @@ void PlayerOptions::Init()
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m_fPassmark = 0; m_SpeedfPassmark = 1.0f;
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ZERO( m_bTurns );
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ZERO( m_bTransforms );
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m_bTimingAssist = false;
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m_bProTiming = false;
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m_sPositioning = ""; // "null"
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m_sNoteSkin = "default";
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@@ -161,7 +160,6 @@ CString PlayerOptions::GetString() const
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if( m_bTransforms[TRANSFORM_NOHANDS] ) sReturn += "NoHands, ";
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if( m_bTransforms[TRANSFORM_NOQUADS] ) sReturn += "NoQuads, ";
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if( m_bTimingAssist ) sReturn += "TimingAssist, ";
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if( m_bProTiming ) sReturn += "ProTiming, ";
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if( m_fSkew==1 && m_fPerspectiveTilt==-1 )
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@@ -299,7 +297,6 @@ void PlayerOptions::FromString( CString sOptions )
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else if( sBit == "dark" ) SET_FLOAT( fDark )
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else if( sBit == "blind" ) SET_FLOAT( fBlind )
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else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
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else if( sBit == "timingassist")m_bTimingAssist = on;
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else if( sBit == "protiming") m_bProTiming = on;
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else if( sBit == "overhead" ) { m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "incoming" ) { m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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@@ -518,7 +515,6 @@ bool PlayerOptions::operator==( const PlayerOptions &other ) const
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COMPARE(m_fScrollBPM);
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COMPARE(m_fDark);
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COMPARE(m_fBlind);
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COMPARE(m_bTimingAssist);
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COMPARE(m_bProTiming);
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COMPARE(m_fPerspectiveTilt);
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COMPARE(m_fSkew);
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@@ -117,7 +117,6 @@ struct PlayerOptions
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bool m_bTurns[NUM_TURNS];
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bool m_bTransforms[NUM_TRANSFORMS];
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bool m_bTimingAssist;
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bool m_bProTiming;
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CString m_sPositioning; /* The current positioning mode, or empty to use the normal positions. */
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CString m_sNoteSkin;
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@@ -326,8 +326,6 @@ void ScreenGameplay::Init()
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m_Player[p].SetX( fPlayerX );
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this->AddChild( &m_Player[p] );
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m_TimingAssist.Load((PlayerNumber)p, &m_Player[p]);
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m_sprOniGameOver[p].Load( THEME->GetPathToG("ScreenGameplay oni gameover") );
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m_sprOniGameOver[p].SetX( fPlayerX );
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m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
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@@ -335,8 +333,6 @@ void ScreenGameplay::Init()
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this->AddChild( &m_sprOniGameOver[p] );
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}
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this->AddChild(&m_TimingAssist);
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m_NextSongIn.SetZ( -2 ); // on top of everything else
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this->AddChild( &m_NextSongIn );
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@@ -921,8 +917,6 @@ void ScreenGameplay::LoadNextSong()
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GAMESTATE->m_PlayerController[p] = PC_AUTOPLAY;
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else
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GAMESTATE->m_PlayerController[p] = PC_HUMAN;
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m_TimingAssist.Reset();
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}
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m_textSongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
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@@ -27,7 +27,6 @@
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class Inventory;
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#include "BeginnerHelper.h"
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#include "LyricDisplay.h"
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#include "TimingAssist.h"
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#include "Character.h"
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#include "Attack.h"
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#include "MeterDisplay.h"
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@@ -104,8 +103,6 @@ protected:
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LyricDisplay m_LyricDisplay;
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TimingAssist m_TimingAssist;
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Background m_Background;
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Foreground m_Foreground;
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+29
-56
@@ -1,5 +1,5 @@
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# Microsoft Developer Studio Project File - Name="StepMania" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 60000
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Application" 0x0101
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@@ -62,10 +62,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
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# Begin Special Build Tool
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IntDir=.\../Debug6
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TargetDir=\stepmania\stepmania\Program
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TargetDir=\temp\stepmania\Program
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TargetName=StepMania-debug
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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
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# End Special Build Tool
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@@ -82,27 +82,23 @@ PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania
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# PROP Intermediate_Dir "../Debug_Xbox"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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CPP=cl.exe
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# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_XBOX" /D "_DEBUG" /YX /FD /G6 /Ztmp /c
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# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /I "vorbis" /D "WIN32" /D "_DEBUG" /D "_XBOX" /D "OGG_ONLY" /D "DEBUG" /FR /YX"global.h" /FD /G6 /Ztmp /c
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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XBCP=xbecopy.exe
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# ADD BASE XBCP /NOLOGO
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# ADD XBCP /NOLOGO
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XBE=imagebld.exe
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# ADD BASE XBE /nologo /stack:0x10000 /debug
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# ADD XBE /nologo /stack:0x10000 /debug /out:"../default.xbe"
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LINK32=link.exe
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# ADD BASE LINK32 xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /incremental:no /debug /machine:I386 /subsystem:xbox /fixed:no /TMP
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# ADD LINK32 $(intdir)\verstub.obj xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /map /debug /machine:I386 /nodefaultlib:"libcd" /nodefaultlib:"libcmt" /out:"../StepManiaXbox-debug.exe" /subsystem:xbox /fixed:no /TMP
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# SUBTRACT LINK32 /incremental:no
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XBE=imagebld.exe
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# ADD BASE XBE /nologo /stack:0x10000 /debug
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# ADD XBE /nologo /stack:0x10000 /debug /out:"../default.xbe"
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XBCP=xbecopy.exe
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# ADD BASE XBCP /NOLOGO
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# ADD XBCP /NOLOGO
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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CPP=cl.exe
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# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_XBOX" /D "_DEBUG" /YX /FD /G6 /Ztmp /c
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# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /I "vorbis" /D "WIN32" /D "_DEBUG" /D "_XBOX" /D "OGG_ONLY" /D "DEBUG" /FR /YX"global.h" /FD /G6 /Ztmp /c
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# Begin Special Build Tool
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IntDir=.\../Debug_Xbox
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TargetDir=\stepmania\stepmania
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TargetName=default
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
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# End Special Build Tool
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@@ -139,10 +135,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /verbose /pdb:none /debug
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# Begin Special Build Tool
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IntDir=.\../Release6
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TargetDir=\stepmania\stepmania\Program
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TargetDir=\temp\stepmania\Program
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TargetName=StepMania
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SOURCE="$(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
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# End Special Build Tool
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@@ -160,28 +156,24 @@ PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania
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# PROP Intermediate_Dir "../Release_Xbox"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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CPP=cl.exe
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# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
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# ADD CPP /nologo /MT /W3 /GX /O2 /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /I "vorbis" /D "WIN32" /D "NDEBUG" /D "_XBOX" /FR /YX /FD /c
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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XBCP=xbecopy.exe
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# ADD BASE XBCP /NOLOGO
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# ADD XBCP /NOLOGO
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XBE=imagebld.exe
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# ADD BASE XBE /nologo /stack:0x10000 /debug
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# ADD XBE /nologo /testid:"123456" /stack:0x10000 /debug /out:"../default.xbe"
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LINK32=link.exe
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# ADD BASE LINK32 $(intdir)\verstub.obj xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe"
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# SUBTRACT BASE LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
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# ADD LINK32 $(intdir)\verstub.obj xapilib.lib d3d8.lib d3dx8.lib xgraphics.lib dsound.lib dmusic.lib xnet.lib xboxkrnl.lib libcmt.lib /nologo /incremental:no /map /machine:I386 /nodefaultlib:"libc" /nodefaultlib:"libcmtd" /out:"../StepManiaXbox.exe" /subsystem:xbox /fixed:no /TMP /OPT:REF
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# SUBTRACT LINK32 /pdb:none /debug
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XBE=imagebld.exe
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# ADD BASE XBE /nologo /stack:0x10000 /debug
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# ADD XBE /nologo /testid:"123456" /stack:0x10000 /debug /out:"../default.xbe"
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XBCP=xbecopy.exe
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# ADD BASE XBCP /NOLOGO
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# ADD XBCP /NOLOGO
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||||
BSC32=bscmake.exe
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||||
# ADD BASE BSC32 /nologo
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||||
# ADD BSC32 /nologo
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||||
CPP=cl.exe
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||||
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
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# ADD CPP /nologo /MT /W3 /GX /O2 /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /I "vorbis" /D "WIN32" /D "NDEBUG" /D "_XBOX" /FR /YX /FD /c
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# Begin Special Build Tool
|
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IntDir=.\../Release_Xbox
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TargetDir=\stepmania\stepmania
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TargetName=default
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SOURCE="$(InputPath)"
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PreLink_Cmds=disasm\verinc cl /Zl /nologo /c PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
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# End Special Build Tool
|
||||
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@@ -3997,25 +3989,6 @@ SOURCE=.\ScoreDisplayRave.cpp
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SOURCE=.\ScoreDisplayRave.h
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# End Source File
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# Begin Source File
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SOURCE=.\TimingAssist.cpp
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!IF "$(CFG)" == "StepMania - Win32 Debug"
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!ELSEIF "$(CFG)" == "StepMania - Xbox Debug"
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!ELSEIF "$(CFG)" == "StepMania - Win32 Release"
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!ELSEIF "$(CFG)" == "StepMania - Xbox Release"
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!ENDIF
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# End Source File
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# Begin Source File
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SOURCE=.\TimingAssist.h
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# End Source File
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# End Group
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# Begin Group "Actors used in Menus"
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@@ -1649,12 +1649,6 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
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<File
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RelativePath="ScoreDisplayRave.h">
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</File>
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<File
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RelativePath="TimingAssist.cpp">
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</File>
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<File
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RelativePath="TimingAssist.h">
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</File>
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</Filter>
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<Filter
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Name="Rage"
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@@ -1,103 +0,0 @@
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#include "global.h"
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#include "TimingAssist.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "NoteData.h"
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#include "NoteTypes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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TimingAssist::TimingAssist()
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{
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for(int i = 0; i < 2; ++i)
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{
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const CString direction = i? "early":"late";
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for(TapNoteScore j = TNS_BOO; j < TNS_MARVELOUS; j = TapNoteScore(j+1))
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{
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CString name;
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switch(j)
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{
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case TNS_MISS: name = "miss"; break;
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case TNS_BOO: name = "boo"; break;
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case TNS_GOOD: name = "good"; break;
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case TNS_GREAT: name = "great"; break;
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case TNS_PERFECT: name = "perfect"; break;
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}
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CString path = ssprintf("gameplay assist %s %s", direction.c_str(), name.c_str());
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Timing[j][i].Load(ANNOUNCER->GetPathTo(path));
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}
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}
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Miss.Load(ANNOUNCER->GetPathTo("gameplay assist miss"));
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Exact.Load(ANNOUNCER->GetPathTo("gameplay assist exact"));
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memset(data, 0, sizeof(data));
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}
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void TimingAssist::Load(PlayerNumber pn, NoteDataWithScoring *nd)
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{
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data[pn] = nd;
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}
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void TimingAssist::Reset()
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{
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LastRow = 0;
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}
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void TimingAssist::Update(float fDeltaTime)
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{
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Actor::Update(fDeltaTime);
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for( int pn=0; pn<NUM_PLAYERS; pn++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(pn)) )
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||||
continue;
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||||
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||||
DoTimingAssist((PlayerNumber)pn);
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||||
}
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||||
}
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||||
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void TimingAssist::Announce(TapNoteScore tns, bool early)
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{
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||||
/* Only one miss and perfect/marv sound. We could have early/late
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* sounds for perfect and marvelous, but let's just have one "exact"
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||||
* sound. We should have something else for advanced players who
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* actually do want to know if they're late or early for a marvelous. */
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if(tns == TNS_MISS)
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Miss.PlayRandom();
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else if(tns == TNS_PERFECT || tns == TNS_MARVELOUS)
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||||
Exact.PlayRandom();
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||||
else
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Timing[tns][early].PlayRandom();
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||||
}
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||||
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||||
void TimingAssist::DoTimingAssist(PlayerNumber pn)
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||||
{
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||||
ASSERT(data[pn]);
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||||
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||||
if(!GAMESTATE->m_PlayerOptions[pn].m_bTimingAssist)
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return;
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||||
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||||
const int maxrow = BeatToNoteRow(GAMESTATE->m_fSongBeat);
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||||
for( ; LastRow <= maxrow; LastRow++)
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{
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const int last_tns_track = data[pn]->LastTapNoteScoreTrack(LastRow);
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||||
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/* -1 means the row has no tap notes; it's irrelevant. */
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if(last_tns_track == -1) continue;
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const TapNoteScore last_tns = data[pn]->GetTapNoteScore(last_tns_track, LastRow);
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/* TNS_NONE means the row is incomplete--it hasn't been graded yet. */
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if(last_tns == TNS_NONE) return;
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||||
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const float offset = data[pn]->GetTapNoteOffset(last_tns_track, LastRow);
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||||
const bool early = offset < 0;
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||||
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Announce(last_tns, early);
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||||
}
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||||
}
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||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
Copyright (c) 2003 by the person(s) listed below. All rights reserved.
|
||||
Glenn Maynard
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
@@ -1,36 +0,0 @@
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||||
#ifndef TIMING_ASSIST_H
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||||
#define TIMING_ASSIST_H
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||||
|
||||
#include "Actor.h"
|
||||
#include "RandomSample.h"
|
||||
#include "GameConstantsAndTypes.h"
|
||||
#include "PlayerNumber.h"
|
||||
#include "NoteDataWithScoring.h"
|
||||
|
||||
class TimingAssist: public Actor
|
||||
{
|
||||
public:
|
||||
TimingAssist();
|
||||
void Load(PlayerNumber pn, NoteDataWithScoring *nd);
|
||||
void DrawPrimitives() { }
|
||||
void Update(float fDeltaTime);
|
||||
void Reset();
|
||||
|
||||
private:
|
||||
void DoTimingAssist(PlayerNumber pn);
|
||||
void Announce(TapNoteScore tns, bool early);
|
||||
|
||||
RandomSample Timing[NUM_TAP_NOTE_SCORES][2];
|
||||
RandomSample Miss, Exact;
|
||||
|
||||
NoteDataWithScoring *data[NUM_PLAYERS];
|
||||
int LastRow;
|
||||
};
|
||||
|
||||
#endif
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
Copyright (c) 2003 by the person(s) listed below. All rights reserved.
|
||||
Glenn Maynard
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
Reference in New Issue
Block a user