name cleanup: PLAY_MODE_ARCADE -> PLAY_MODE_REGULAR
This commit is contained in:
@@ -272,10 +272,10 @@ TimerSeconds=0
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[ScreenSelectDifficulty]
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Fallback=ScreenWithMenuElements
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ChoiceNames=1,2,3,4,5,6,7,8
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Choice1=PlayMode,arcade;Difficulty,beginner;name,beginner
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Choice2=PlayMode,arcade;Difficulty,easy;name,easy
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Choice3=PlayMode,arcade;Difficulty,medium;name,medium
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Choice4=PlayMode,arcade;Difficulty,hard;name,hard
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Choice1=PlayMode,regular;Difficulty,beginner;name,beginner
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Choice2=PlayMode,regular;Difficulty,easy;name,easy
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Choice3=PlayMode,regular;Difficulty,medium;name,medium
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Choice4=PlayMode,regular;Difficulty,hard;name,hard
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Choice5=PlayMode,nonstop;name,nonstop
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Choice6=PlayMode,oni;name,oni
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Choice7=PlayMode,endless;name,endless
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@@ -402,7 +402,7 @@ AnimateModeSwitchInfoOFFCommand=linear,0.0;zoom,0
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AnimateModeSwitchInfoONCommand=linear,0.25;zoom,1
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AnimateModeSwitchPictureOFFCommand=linear,0.0;zoom,0
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AnimateModeSwitchPictureONCommand=linear,0.25;zoom,1
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Choices=arcade-beginner,arcade-easy,arcade-medium,arcade-hard,nonstop,oni,endless,rave
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Choices=regular-beginner,regular-easy,regular-medium,regular-hard,nonstop,oni,endless,rave
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CursorOffsetP1X=+40
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CursorOffsetP1Y=20
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CursorOffsetP2X=+40
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@@ -488,7 +488,7 @@ NextScreen5=ScreenInstructions
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NextScreen6=ScreenInstructions
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NextScreen7=ScreenInstructions
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NextScreen8=ScreenInstructions
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NextScreenArcade=ScreenSelectGroup
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NextScreenRegular=ScreenSelectGroup
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NextScreenOni=ScreenInstructions
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NextScreenNonstop=ScreenInstructions
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NextScreenEndless=ScreenInstructions
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@@ -935,7 +935,7 @@ StaticBGY=240
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StaticBGX=320
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PrevScreen=ScreenBranchSelectSongOrCourse
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NextScreen=ScreenBranchEvaluation
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InitialBackgroundBrightnessArcade=1
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InitialBackgroundBrightnessRegular=1
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InitialBackgroundBrightnessNonstop=1
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InitialBackgroundBrightnessOni=1
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InitialBackgroundBrightnessEndless=1
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@@ -1199,7 +1199,7 @@ DifficultyMeterP2Y=
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[ScreenBranchEvaluation]
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Class=ScreenBranch
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Choices=1,2,3,4,5,6
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Condition1=PlayModeName() == "Arcade"
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Condition1=PlayModeName() == "Regular"
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Condition2=PlayModeName() == "Nonstop"
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Condition3=PlayModeName() == "Oni"
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Condition4=PlayModeName() == "Endless"
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@@ -3934,7 +3934,7 @@ PrevScreen=ScreenTitleMenu
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#
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# "SMNavigation" forces the START button to end the screen. This is needed
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# when using entries that change the screen; otherwise, the only way to
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# exit the screen when in arcade mode is "exit".
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# exit the screen when in regular mode is "exit".
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LineNames=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
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OptionMenuFlags=together;forceallplayers;smnavigation
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@@ -4318,7 +4318,7 @@ BatLives,10=mod,10 lives;name,10
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Fail=3,together
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FailDefault=
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Fail,1=mod,failarcade;name,Arcade
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Fail,1=mod,failImmediate;name,Immediate
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Fail,2=mod,failendofsong;name,EndOfSong
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Fail,3=mod,failoff;name,Off
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@@ -4455,7 +4455,7 @@ LevelP2OnCommand=addy,-140
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Title=StepMania Data
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Footer=generated by <a href='http://www.stepmania.com'>StepMania</a>
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VerificationInstructions=
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ShowPlayModeArcade=1
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ShowPlayModeRegular=1
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ShowPlayModeNonstop=1
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ShowPlayModeOni=1
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ShowPlayModeEndless=1
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@@ -24,7 +24,7 @@ XToThemedString( RadarCategory );
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static const CString PlayModeNames[NUM_PLAY_MODES] = {
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"Arcade",
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"Regular",
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"Nonstop",
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"Oni",
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"Endless",
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@@ -116,7 +116,7 @@ enum StepsType
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//
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enum PlayMode
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{
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PLAY_MODE_ARCADE,
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PLAY_MODE_REGULAR,
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PLAY_MODE_NONSTOP, // DDR EX Nonstop
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PLAY_MODE_ONI, // DDR EX Challenge
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PLAY_MODE_ENDLESS, // DDR PlayStation Endless
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@@ -898,7 +898,7 @@ bool GameState::HasEarnedExtraStage() const
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if( !PREFSMAN->m_bAllowExtraStage )
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return false;
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if( this->m_PlayMode != PLAY_MODE_ARCADE )
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if( this->m_PlayMode != PLAY_MODE_REGULAR )
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return false;
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if( (this->IsFinalStage() || this->IsExtraStage()) )
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@@ -1333,7 +1333,7 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
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CHECKPOINT_M(ssprintf("PlayMode %i",this->m_PlayMode));
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switch( this->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_REGULAR:
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{
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CHECKPOINT;
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unsigned i, j;
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@@ -1318,7 +1318,7 @@ void MusicWheel::SetOpenGroup(CString group, SortOrder so)
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continue;
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/* Only show tutorial songs in arcade */
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if( GAMESTATE->m_PlayMode!=PLAY_MODE_ARCADE &&
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if( GAMESTATE->m_PlayMode!=PLAY_MODE_REGULAR &&
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d.m_pSong &&
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d.m_pSong->IsTutorial() )
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continue;
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@@ -1531,11 +1531,7 @@ int MusicWheel::GetPreferredSelectionForRandomOrPortal()
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{
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Song* pSong = m_CurWheelItemData[iSelection]->m_pSong;
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// HACK: Ignore all Songs with only Beginner steps. It's likely a training song.
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vector<Steps*> vpSteps;
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pSong->GetSteps( vpSteps, st );
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bool bIsTraining = vpSteps.size()==1 && vpSteps[0]->GetDifficulty()==DIFFICULTY_BEGINNER;
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if( bIsTraining )
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if( pSong->IsTutorial() )
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goto skip_song;
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FOREACH( Difficulty, vDifficultiesToRequire, d )
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@@ -33,7 +33,7 @@ bool PrepareForDemonstration() // always return true.
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default: ASSERT(0);
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}
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
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/* If needed, turn sound off. We need to do this before the ScreenGameplay ctor,
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* since changes to sound volume aren't guaranteed to take effect if done *after*
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@@ -100,7 +100,7 @@ void ScreenEvaluation::Init()
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PROFILEMAN->LoadFirstAvailableProfile(PLAYER_1, false);
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PROFILEMAN->LoadFirstAvailableProfile(PLAYER_2, false);
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
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GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS;
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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@@ -389,7 +389,7 @@ void ScreenGameplay::Init()
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_ONI:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ENDLESS:
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@@ -450,7 +450,7 @@ void ScreenGameplay::Init()
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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@@ -531,7 +531,7 @@ void ScreenGameplay::Init()
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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m_sprStage.Load( THEME->GetPathG(m_sName,"stage "+GAMESTATE->GetStageText()) );
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@@ -872,7 +872,7 @@ void ScreenGameplay::LoadNextSong()
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if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BATTERY && g_CurStageStats.bFailed[p] ) // already failed
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ShowOniGameOver(p);
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if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE && !PREFSMAN->m_bEventMode && !m_bDemonstration)
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if( GAMESTATE->m_SongOptions.m_LifeType==SongOptions::LIFE_BAR && GAMESTATE->m_PlayMode == PLAY_MODE_REGULAR && !PREFSMAN->m_bEventMode && !m_bDemonstration)
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{
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m_pLifeMeter[p]->UpdateNonstopLifebar(
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GAMESTATE->GetStageIndex(),
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@@ -1372,7 +1372,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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if( GAMESTATE->OneIsHot() )
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@@ -1810,7 +1810,7 @@ void ScreenGameplay::ShowSavePrompt( ScreenMessage SM_SendWhenDone )
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CString sMessage;
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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sMessage = ssprintf(
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@@ -2236,7 +2236,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_REGULAR:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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if( PREFSMAN->m_bEventMode )
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@@ -22,7 +22,7 @@ ScreenInstructions::ScreenInstructions( CString sName ) : ScreenWithMenuElements
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HandleScreenMessage( SM_GoToNextScreen );
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return;
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}
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if( GAMESTATE->m_PlayMode == PLAY_MODE_ARCADE )
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if( GAMESTATE->m_PlayMode == PLAY_MODE_REGULAR )
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{
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Difficulty easiestDifficulty = (Difficulty)(NUM_DIFFICULTIES-1);
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FOREACH_HumanPlayer(p)
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@@ -98,7 +98,7 @@ bool ScreenJukebox::PrepareForJukebox( bool bDemonstration ) // always return t
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{
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// ScreeJukeboxMenu must set this
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ASSERT( GAMESTATE->m_CurStyle != STYLE_INVALID );
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
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SetSong( bDemonstration );
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@@ -105,7 +105,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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// DEBUGGING STUFF
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// GAMESTATE->m_CurGame = GAME_DANCE;
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// GAMESTATE->m_CurStyle = STYLE_DANCE_SINGLE;
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// GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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// GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
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// GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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// GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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// GAMESTATE->m_RankingCategory[PLAYER_1] = RANKING_A;
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@@ -130,7 +130,7 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
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GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
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GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS;
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StageStats ss;
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for( int z = 0; z < 3; ++z )
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@@ -1072,7 +1072,7 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
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/* If we're in event mode, we may have just played a course (putting us
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* in course mode). Make sure we're in a single song mode. */
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if( GAMESTATE->IsCourseMode() )
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GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
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GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
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}
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break;
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@@ -1187,6 +1187,7 @@ bool Song::IsEasy( StepsType st ) const
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bool Song::IsTutorial() const
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{
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// A Song is a tutorial song is it has only Beginner steps.
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FOREACH_CONST( Steps*, m_vpSteps, s )
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{
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if( (*s)->m_StepsType == STEPS_TYPE_LIGHTS_CABINET )
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@@ -36,7 +36,7 @@ CString SongOptions::GetString() const
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switch( m_FailType )
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{
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case FAIL_IMMEDIATE: break;
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case FAIL_IMMEDIATE: break;
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case FAIL_END_OF_SONG: sReturn += "FailEndOfSong, "; break;
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case FAIL_OFF: sReturn += "FailOff, "; break;
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}
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@@ -104,7 +104,8 @@ void SongOptions::FromString( CString sOptions )
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else if( sBit == "power-drop" ) m_DrainType = DRAIN_NO_RECOVER;
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else if( sBit == "death" ) m_DrainType = DRAIN_SUDDEN_DEATH;
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else if( sBit == "normal-drain" ) m_DrainType = DRAIN_NORMAL;
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else if( sBit == "failarcade" ) m_FailType = FAIL_IMMEDIATE;
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else if( sBit == "failarcade" ||
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sBit == "failimmediate" ) m_FailType = FAIL_IMMEDIATE;
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else if( sBit == "failendofsong" ) m_FailType = FAIL_END_OF_SONG;
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else if( sBit == "failoff" ) m_FailType = FAIL_OFF;
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else if( sBit == "assisttick" ) m_bAssistTick = on;
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