Spacing cleanup.
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+10
-10
@@ -38,17 +38,17 @@ class Style;
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class Game
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{
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public:
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const char *m_szName;
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const char *m_szDescription;
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const char *m_szName;
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const char *m_szDescription;
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int m_iNumControllers;
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bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
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bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
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int m_iButtonsPerController;
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int GetNumGameplayButtons() const;
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char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
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char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
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GameButton m_DedicatedMenuButton[NUM_MenuButton];
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GameButton m_SecondaryMenuButton[NUM_MenuButton];
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DeviceButton m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
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DeviceButton m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
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GameButton ButtonNameToIndex( const RString &sButtonName ) const;
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MenuInput GameInputToMenuInput( GameInput GameI ) const; // looks up current style in GAMESTATE. Yuck.
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@@ -56,11 +56,11 @@ public:
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RString ColToButtonName( int col ) const; // looks up current style. Yuck.
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TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
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TapNoteScore m_mapW1To;
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TapNoteScore m_mapW2To;
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TapNoteScore m_mapW3To;
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TapNoteScore m_mapW4To;
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TapNoteScore m_mapW5To;
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TapNoteScore m_mapW1To;
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TapNoteScore m_mapW2To;
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TapNoteScore m_mapW3To;
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TapNoteScore m_mapW4To;
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TapNoteScore m_mapW5To;
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//
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// Lua
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@@ -263,17 +263,17 @@ void NoteDataWithScoring::GetActualRadarValues( const NoteData &in, PlayerNumber
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{
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switch( rc )
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{
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case RadarCategory_Stream: out[rc] = GetActualStreamRadarValue( in, fSongSeconds, pn ); break;
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case RadarCategory_Voltage: out[rc] = GetActualVoltageRadarValue( in, fSongSeconds, pn ); break;
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case RadarCategory_Air: out[rc] = GetActualAirRadarValue( in, fSongSeconds, pn ); break;
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case RadarCategory_Freeze: out[rc] = GetActualFreezeRadarValue( in, fSongSeconds, pn ); break;
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case RadarCategory_Chaos: out[rc] = GetActualChaosRadarValue( in, fSongSeconds, pn ); break;
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case RadarCategory_Stream: out[rc] = GetActualStreamRadarValue( in, fSongSeconds, pn ); break;
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case RadarCategory_Voltage: out[rc] = GetActualVoltageRadarValue( in, fSongSeconds, pn ); break;
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case RadarCategory_Air: out[rc] = GetActualAirRadarValue( in, fSongSeconds, pn ); break;
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case RadarCategory_Freeze: out[rc] = GetActualFreezeRadarValue( in, fSongSeconds, pn ); break;
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case RadarCategory_Chaos: out[rc] = GetActualChaosRadarValue( in, fSongSeconds, pn ); break;
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case RadarCategory_TapsAndHolds: out[rc] = (float) GetNumNWithScore( in, TNS_W4, 1 ); break;
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case RadarCategory_Jumps: out[rc] = (float) GetNumNWithScore( in, TNS_W4, 2 ); break;
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case RadarCategory_Holds: out[rc] = (float) GetNumHoldNotesWithScore( in, TapNote::hold_head_hold, HNS_Held ); break;
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case RadarCategory_Mines: out[rc] = (float) GetSuccessfulMines( in ); break;
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case RadarCategory_Hands: out[rc] = (float) GetSuccessfulHands( in ); break;
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case RadarCategory_Rolls: out[rc] = (float) GetNumHoldNotesWithScore( in, TapNote::hold_head_roll, HNS_Held ); break;
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case RadarCategory_Jumps: out[rc] = (float) GetNumNWithScore( in, TNS_W4, 2 ); break;
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case RadarCategory_Holds: out[rc] = (float) GetNumHoldNotesWithScore( in, TapNote::hold_head_hold, HNS_Held ); break;
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case RadarCategory_Mines: out[rc] = (float) GetSuccessfulMines( in ); break;
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case RadarCategory_Hands: out[rc] = (float) GetSuccessfulHands( in ); break;
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case RadarCategory_Rolls: out[rc] = (float) GetNumHoldNotesWithScore( in, TapNote::hold_head_roll, HNS_Held ); break;
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default: ASSERT(0);
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}
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}
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+10
-10
@@ -18,9 +18,9 @@ class Game;
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class Style
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{
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public:
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const Game* m_pGame; // Which Game is this Style used with?
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bool m_bUsedForGameplay; // Can be used only for gameplay?
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bool m_bUsedForEdit; // Can be used for editing?
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const Game* m_pGame; // Which Game is this Style used with?
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bool m_bUsedForGameplay; // Can be used only for gameplay?
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bool m_bUsedForEdit; // Can be used for editing?
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bool m_bUsedForDemonstration; // Can be used for demonstration?
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bool m_bUsedForHowToPlay; // Can be used for HowToPlay?
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@@ -33,12 +33,12 @@ public:
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StyleType m_StyleType;
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int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
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int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
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struct ColumnInfo
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{
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int track; // take note data from this track
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float fXOffset; // x position of the column relative to player center
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const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
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int track; // take note data from this track
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float fXOffset; // x position of the column relative to player center
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const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
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};
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ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
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@@ -46,11 +46,11 @@ public:
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/* This maps from game inputs to columns. More than one button may map to a
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* single column. */
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enum { NO_MAPPING = -1, END_MAPPING = -2 };
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int m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // maps each input to a column, or GAME_BUTTON_INVALID
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int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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int m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // maps each input to a column, or GAME_BUTTON_INVALID
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int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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bool m_bNeedsZoomOutWith2Players;
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bool m_bCanUseBeginnerHelper;
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bool m_bLockDifficulties; // used in couple Styles
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bool m_bLockDifficulties; // used in couple Styles
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GameInput StyleInputToGameInput( const StyleInput& StyleI ) const;
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StyleInput GameInputToStyleInput( const GameInput &GameI ) const;
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