Spacing cleanup.

This commit is contained in:
Steve Checkoway
2006-06-16 23:01:38 +00:00
parent f4639fb139
commit 4deb8b8237
3 changed files with 30 additions and 30 deletions
+10 -10
View File
@@ -38,17 +38,17 @@ class Style;
class Game
{
public:
const char *m_szName;
const char *m_szDescription;
const char *m_szName;
const char *m_szDescription;
int m_iNumControllers;
bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
int m_iButtonsPerController;
int GetNumGameplayButtons() const;
char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
GameButton m_DedicatedMenuButton[NUM_MenuButton];
GameButton m_SecondaryMenuButton[NUM_MenuButton];
DeviceButton m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
DeviceButton m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
GameButton ButtonNameToIndex( const RString &sButtonName ) const;
MenuInput GameInputToMenuInput( GameInput GameI ) const; // looks up current style in GAMESTATE. Yuck.
@@ -56,11 +56,11 @@ public:
RString ColToButtonName( int col ) const; // looks up current style. Yuck.
TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
TapNoteScore m_mapW1To;
TapNoteScore m_mapW2To;
TapNoteScore m_mapW3To;
TapNoteScore m_mapW4To;
TapNoteScore m_mapW5To;
TapNoteScore m_mapW1To;
TapNoteScore m_mapW2To;
TapNoteScore m_mapW3To;
TapNoteScore m_mapW4To;
TapNoteScore m_mapW5To;
//
// Lua
+10 -10
View File
@@ -263,17 +263,17 @@ void NoteDataWithScoring::GetActualRadarValues( const NoteData &in, PlayerNumber
{
switch( rc )
{
case RadarCategory_Stream: out[rc] = GetActualStreamRadarValue( in, fSongSeconds, pn ); break;
case RadarCategory_Voltage: out[rc] = GetActualVoltageRadarValue( in, fSongSeconds, pn ); break;
case RadarCategory_Air: out[rc] = GetActualAirRadarValue( in, fSongSeconds, pn ); break;
case RadarCategory_Freeze: out[rc] = GetActualFreezeRadarValue( in, fSongSeconds, pn ); break;
case RadarCategory_Chaos: out[rc] = GetActualChaosRadarValue( in, fSongSeconds, pn ); break;
case RadarCategory_Stream: out[rc] = GetActualStreamRadarValue( in, fSongSeconds, pn ); break;
case RadarCategory_Voltage: out[rc] = GetActualVoltageRadarValue( in, fSongSeconds, pn ); break;
case RadarCategory_Air: out[rc] = GetActualAirRadarValue( in, fSongSeconds, pn ); break;
case RadarCategory_Freeze: out[rc] = GetActualFreezeRadarValue( in, fSongSeconds, pn ); break;
case RadarCategory_Chaos: out[rc] = GetActualChaosRadarValue( in, fSongSeconds, pn ); break;
case RadarCategory_TapsAndHolds: out[rc] = (float) GetNumNWithScore( in, TNS_W4, 1 ); break;
case RadarCategory_Jumps: out[rc] = (float) GetNumNWithScore( in, TNS_W4, 2 ); break;
case RadarCategory_Holds: out[rc] = (float) GetNumHoldNotesWithScore( in, TapNote::hold_head_hold, HNS_Held ); break;
case RadarCategory_Mines: out[rc] = (float) GetSuccessfulMines( in ); break;
case RadarCategory_Hands: out[rc] = (float) GetSuccessfulHands( in ); break;
case RadarCategory_Rolls: out[rc] = (float) GetNumHoldNotesWithScore( in, TapNote::hold_head_roll, HNS_Held ); break;
case RadarCategory_Jumps: out[rc] = (float) GetNumNWithScore( in, TNS_W4, 2 ); break;
case RadarCategory_Holds: out[rc] = (float) GetNumHoldNotesWithScore( in, TapNote::hold_head_hold, HNS_Held ); break;
case RadarCategory_Mines: out[rc] = (float) GetSuccessfulMines( in ); break;
case RadarCategory_Hands: out[rc] = (float) GetSuccessfulHands( in ); break;
case RadarCategory_Rolls: out[rc] = (float) GetNumHoldNotesWithScore( in, TapNote::hold_head_roll, HNS_Held ); break;
default: ASSERT(0);
}
}
+10 -10
View File
@@ -18,9 +18,9 @@ class Game;
class Style
{
public:
const Game* m_pGame; // Which Game is this Style used with?
bool m_bUsedForGameplay; // Can be used only for gameplay?
bool m_bUsedForEdit; // Can be used for editing?
const Game* m_pGame; // Which Game is this Style used with?
bool m_bUsedForGameplay; // Can be used only for gameplay?
bool m_bUsedForEdit; // Can be used for editing?
bool m_bUsedForDemonstration; // Can be used for demonstration?
bool m_bUsedForHowToPlay; // Can be used for HowToPlay?
@@ -33,12 +33,12 @@ public:
StyleType m_StyleType;
int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
struct ColumnInfo
{
int track; // take note data from this track
float fXOffset; // x position of the column relative to player center
const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
int track; // take note data from this track
float fXOffset; // x position of the column relative to player center
const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
};
ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
@@ -46,11 +46,11 @@ public:
/* This maps from game inputs to columns. More than one button may map to a
* single column. */
enum { NO_MAPPING = -1, END_MAPPING = -2 };
int m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // maps each input to a column, or GAME_BUTTON_INVALID
int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
int m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // maps each input to a column, or GAME_BUTTON_INVALID
int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
bool m_bNeedsZoomOutWith2Players;
bool m_bCanUseBeginnerHelper;
bool m_bLockDifficulties; // used in couple Styles
bool m_bLockDifficulties; // used in couple Styles
GameInput StyleInputToGameInput( const StyleInput& StyleI ) const;
StyleInput GameInputToStyleInput( const GameInput &GameI ) const;