diff --git a/stepmania/src/Game.h b/stepmania/src/Game.h index 6aec560ee1..0093fae404 100644 --- a/stepmania/src/Game.h +++ b/stepmania/src/Game.h @@ -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 diff --git a/stepmania/src/NoteDataWithScoring.cpp b/stepmania/src/NoteDataWithScoring.cpp index 8de05867e2..a6fd281bab 100644 --- a/stepmania/src/NoteDataWithScoring.cpp +++ b/stepmania/src/NoteDataWithScoring.cpp @@ -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); } } diff --git a/stepmania/src/Style.h b/stepmania/src/Style.h index 7b1297ac67..3c928e1f9e 100644 --- a/stepmania/src/Style.h +++ b/stepmania/src/Style.h @@ -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;