Player cleanup
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+26
-25
@@ -42,26 +42,6 @@ CString JUDGMENT_X_NAME( size_t p, size_t both_sides ) { return "JudgmentXOffse
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CString COMBO_X_NAME( size_t p, size_t both_sides ) { return "ComboXOffset" + (both_sides ? CString("BothSides") : ssprintf("OneSideP%d",p+1) ); }
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CString ATTACK_DISPLAY_X_NAME( size_t p, size_t both_sides ){ return "AttackDisplayXOffset" + (both_sides ? CString("BothSides") : ssprintf("OneSideP%d",p+1) ); }
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ThemeMetric<float> GRAY_ARROWS_Y_STANDARD ("Player","ReceptorArrowsYStandard");
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ThemeMetric<float> GRAY_ARROWS_Y_REVERSE ("Player","ReceptorArrowsYReverse");
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ThemeMetric2D<float> JUDGMENT_X ("Player",JUDGMENT_X_NAME,NUM_PLAYERS,2);
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ThemeMetric<float> JUDGMENT_Y ("Player","JudgmentY");
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ThemeMetric<float> JUDGMENT_Y_REVERSE ("Player","JudgmentYReverse");
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ThemeMetric2D<float> COMBO_X ("Player",COMBO_X_NAME,NUM_PLAYERS,2);
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ThemeMetric<float> COMBO_Y ("Player","ComboY");
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ThemeMetric<float> COMBO_Y_REVERSE ("Player","ComboYReverse");
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ThemeMetric2D<float> ATTACK_DISPLAY_X ("Player",ATTACK_DISPLAY_X_NAME,NUM_PLAYERS,2);
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ThemeMetric<float> ATTACK_DISPLAY_Y ("Player","AttackDisplayY");
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ThemeMetric<float> ATTACK_DISPLAY_Y_REVERSE ("Player","AttackDisplayYReverse");
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ThemeMetric<float> HOLD_JUDGMENT_Y_STANDARD ("Player","HoldJudgmentYStandard");
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ThemeMetric<float> HOLD_JUDGMENT_Y_REVERSE ("Player","HoldJudgmentYReverse");
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ThemeMetric<int> BRIGHT_GHOST_COMBO_THRESHOLD("Player","BrightGhostComboThreshold");
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ThemeMetric<bool> TAP_JUDGMENTS_UNDER_FIELD ("Player","TapJudgmentsUnderField");
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ThemeMetric<bool> HOLD_JUDGMENTS_UNDER_FIELD ("Player","HoldJudgmentsUnderField");
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ThemeMetric<int> START_DRAWING_AT_PIXELS ("Player","StartDrawingAtPixels");
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ThemeMetric<int> STOP_DRAWING_AT_PIXELS ("Player","StopDrawingAtPixels");
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ThemeMetric<int> MAX_PRO_TIMING_ERROR ("Player","MaxProTimingError");
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/* Distance to search for a note in Step(), in seconds. */
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static const float StepSearchDistance = 1.0f;
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@@ -102,6 +82,7 @@ Player::~Player()
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/* Init() does the expensive stuff: load sounds and note skins. Load() just loads a NoteData. */
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void Player::Init(
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const CString &sType,
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PlayerState* pPlayerState,
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PlayerStageStats* pPlayerStageStats,
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LifeMeter* pLM,
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@@ -112,6 +93,26 @@ void Player::Init(
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ScoreKeeper* pPrimaryScoreKeeper,
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ScoreKeeper* pSecondaryScoreKeeper )
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{
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GRAY_ARROWS_Y_STANDARD.Load(sType,"ReceptorArrowsYStandard");
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GRAY_ARROWS_Y_REVERSE.Load(sType,"ReceptorArrowsYReverse");
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JUDGMENT_X.Load(sType,JUDGMENT_X_NAME,NUM_PLAYERS,2);
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JUDGMENT_Y.Load(sType,"JudgmentY");
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JUDGMENT_Y_REVERSE.Load(sType,"JudgmentYReverse");
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COMBO_X.Load(sType,COMBO_X_NAME,NUM_PLAYERS,2);
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COMBO_Y.Load(sType,"ComboY");
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COMBO_Y_REVERSE.Load(sType,"ComboYReverse");
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ATTACK_DISPLAY_X.Load(sType,ATTACK_DISPLAY_X_NAME,NUM_PLAYERS,2);
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ATTACK_DISPLAY_Y.Load(sType,"AttackDisplayY");
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ATTACK_DISPLAY_Y_REVERSE.Load(sType,"AttackDisplayYReverse");
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HOLD_JUDGMENT_Y_STANDARD.Load(sType,"HoldJudgmentYStandard");
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HOLD_JUDGMENT_Y_REVERSE.Load(sType,"HoldJudgmentYReverse");
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BRIGHT_GHOST_COMBO_THRESHOLD.Load(sType,"BrightGhostComboThreshold");
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TAP_JUDGMENTS_UNDER_FIELD.Load(sType,"TapJudgmentsUnderField");
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HOLD_JUDGMENTS_UNDER_FIELD.Load(sType,"HoldJudgmentsUnderField");
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START_DRAWING_AT_PIXELS.Load(sType,"StartDrawingAtPixels");
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STOP_DRAWING_AT_PIXELS.Load(sType,"StopDrawingAtPixels");
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MAX_PRO_TIMING_ERROR.Load(sType,"MaxProTimingError");
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m_pPlayerState = pPlayerState;
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m_pPlayerStageStats = pPlayerStageStats;
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m_pLifeMeter = pLM;
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@@ -128,7 +129,7 @@ void Player::Init(
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m_sMessageToSendOnStep = ssprintf("StepP%d",pn+1);
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m_soundMine.Load( THEME->GetPathS("Player","mine"), true );
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m_soundMine.Load( THEME->GetPathS(sType,"mine"), true );
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/* Attacks can be launched in course modes and in battle modes. They both come
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* here to play, but allow loading a different sound for different modes. */
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@@ -136,12 +137,12 @@ void Player::Init(
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{
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case PLAY_MODE_RAVE:
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case PLAY_MODE_BATTLE:
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m_soundAttackLaunch.Load( THEME->GetPathS("Player","battle attack launch"), true );
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m_soundAttackEnding.Load( THEME->GetPathS("Player","battle attack ending"), true );
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m_soundAttackLaunch.Load( THEME->GetPathS(sType,"battle attack launch"), true );
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m_soundAttackEnding.Load( THEME->GetPathS(sType,"battle attack ending"), true );
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break;
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default:
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m_soundAttackLaunch.Load( THEME->GetPathS("Player","course attack launch"), true );
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m_soundAttackEnding.Load( THEME->GetPathS("Player","course attack ending"), true );
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m_soundAttackLaunch.Load( THEME->GetPathS(sType,"course attack launch"), true );
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m_soundAttackEnding.Load( THEME->GetPathS(sType,"course attack ending"), true );
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break;
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}
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