Added a ton of spaces upon Steves extremely polite request.
This commit is contained in:
@@ -364,10 +364,10 @@ void MusicWheel::GetSongList( vector<Song*> &arraySongs, SortOrder so, const RSt
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continue;
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if(PREFSMAN->m_bOnlyPreferredDifficulties)
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if( PREFSMAN->m_bOnlyPreferredDifficulties )
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{
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// if the song has steps that fit the preferred difficulty of the default player
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if(pSong->HasStepsTypeAndDifficulty(GAMESTATE->GetCurrentStyle()->m_StepsType,GAMESTATE->m_PreferredDifficulty[GAMESTATE->GetFirstHumanPlayer()]) )
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if( pSong->HasStepsTypeAndDifficulty( GAMESTATE->GetCurrentStyle()->m_StepsType,GAMESTATE->m_PreferredDifficulty[GAMESTATE->GetFirstHumanPlayer()] ) )
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arraySongs.push_back( pSong );
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}
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else
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@@ -759,9 +759,7 @@ void ScreenGameplay::Init()
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m_GiveUpTimer.SetZero();
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// friez
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if(USE_ALTERNATIVE_INPUT) // using alternative input
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if( USE_ALTERNATIVE_INPUT ) // using alternative input
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{
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int iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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@@ -774,17 +772,17 @@ void ScreenGameplay::Init()
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// Dialog::OK(GameI.ToString(INPUTMAPPER->GetInputScheme()),"DEBUG");
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ThemeMetric<RString> tmpMetric;
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tmpMetric.Load(m_sName,ssprintf("AltInp%s%s",GAMESTATE->GetCurrentStyle()->m_szName,GameI.ToString( INPUTMAPPER->GetInputScheme() ).c_str() ) );
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tmpMetric.Load( m_sName,ssprintf("AltInp%s%s",GAMESTATE->GetCurrentStyle()->m_szName,GameI.ToString( INPUTMAPPER->GetInputScheme() ).c_str() ) );
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if(tmpMetric.GetValue() != "")
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{
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GameInput GameIAlt;
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GameIAlt.FromString(INPUTMAPPER->GetInputScheme(),tmpMetric.GetValue());
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GameIAlt.FromString( INPUTMAPPER->GetInputScheme(),tmpMetric.GetValue() );
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AlternateMapping tmpMap;
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tmpMap.inpMain = GameI;
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tmpMap.inpAlt = GameIAlt;
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m_vAlterMap.push_back(tmpMap);
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m_vAlterMap.push_back( tmpMap );
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}
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}
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}
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@@ -2248,11 +2246,11 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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if(USE_ALTERNATIVE_INPUT) // using alternative input
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if( USE_ALTERNATIVE_INPUT ) // using alternative input
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{
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for( unsigned int i=0; i < m_vAlterMap.size(); ++i )
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{
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if(m_vAlterMap[i].inpAlt == input.GameI)
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if( m_vAlterMap[i].inpAlt == input.GameI )
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{
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iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( m_vAlterMap[i].inpMain );
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}
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@@ -48,20 +48,20 @@ void StreamDisplay::Load( const RString &_sMetricsGroup )
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{
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Sprite *pSpr = new Sprite;
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if(m_bUsingThreePart)
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if( m_bUsingThreePart )
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{
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pSpr->Load( THEME->GetPathG(sMetricsGroup,ssprintf("%s part%d",StreamTypeToString(st).c_str(),i) ) );
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pSpr->Load( THEME->GetPathG( sMetricsGroup,ssprintf( "%s part%d", StreamTypeToString(st).c_str(),i ) ) );
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if(pSpr->GetNumStates() > 1)
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{
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pSpr->SetAllStateDelays(THEME->GetMetricF(sMetricsGroup,ssprintf("%spart%ddelay",StreamTypeToString(st).c_str(),i)));
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pSpr->SetAllStateDelays( THEME->GetMetricF( sMetricsGroup, ssprintf( "%spart%ddelay", StreamTypeToString(st).c_str(),i ) ) );
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}
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}
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else
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pSpr->Load( THEME->GetPathG(sMetricsGroup,StreamTypeToString(st)) );
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pSpr->Load( THEME->GetPathG( sMetricsGroup, StreamTypeToString(st) ) );
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m_vpSprPill[st].push_back( pSpr );
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if(!m_bUsingThreePart)
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if( !m_bUsingThreePart )
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{
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m_transformPill.TransformItemDirect( *pSpr, -1, i, iNumPills );
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float f = 1 / fTextureCoordScaleX;
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@@ -71,11 +71,11 @@ void StreamDisplay::Load( const RString &_sMetricsGroup )
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this->AddChild( pSpr );
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}
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if(m_bUsingThreePart)
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if( m_bUsingThreePart )
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{
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m_fThreePartWidth = THEME->GetMetricF(sMetricsGroup,"ThreePartWidth");
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m_fThreePartWidth = THEME->GetMetricF( sMetricsGroup, "ThreePartWidth" );
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// first element positioned depending on metric width specified
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m_vpSprPill[st][0]->AddX(-(m_fThreePartWidth/2 + m_vpSprPill[st][0]->GetZoomedWidth()/2));
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m_vpSprPill[st][0]->AddX( -( m_fThreePartWidth/2 + m_vpSprPill[st][0]->GetZoomedWidth()/2 ) );
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}
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}
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}
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@@ -107,8 +107,8 @@ void StreamDisplay::Update( float fDeltaSecs )
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m_fVelocity += fSpringForce * fDeltaSecs;
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const float fViscousForce = -m_fVelocity * 0.2f;
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if(!m_bAlwaysBounce)
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m_fVelocity += fViscousForce * fDeltaSecs;
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if( !m_bAlwaysBounce )
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m_fVelocity += fViscousForce * fDeltaSecs;
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}
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CLAMP( m_fVelocity, -.06f, +.02f );
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@@ -133,26 +133,26 @@ void StreamDisplay::Update( float fDeltaSecs )
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// XXX scale by current song speed
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if(!m_bUsingThreePart) // usual lifebar
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if( !m_bUsingThreePart ) // usual lifebar
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{
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pSpr->SetCropRight( 1.0f - fPercentFilledThisPill );
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pSpr->SetTexCoordVelocity(-1,0);
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pSpr->SetTexCoordVelocity( -1,0 );
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}
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else // using the three-part method
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{
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if(i==1) // middle pill
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if( i==1 ) // middle pill
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{
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float fMiddleWidth = m_fThreePartWidth * m_fTrailingPercent;
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pSpr->ZoomToWidth(fMiddleWidth);
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pSpr->ZoomToWidth( fMiddleWidth );
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float fMiddleX = m_vpSprPill[st][0]->GetX() + (fMiddleWidth/2) + (m_vpSprPill[st][0]->GetZoomedWidth()/2);
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pSpr->SetX(fMiddleX);
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float fMiddleX = m_vpSprPill[st][0]->GetX() + ( fMiddleWidth/2 ) + ( m_vpSprPill[st][0]->GetZoomedWidth()/2 );
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pSpr->SetX( fMiddleX );
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}
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else if(i!=0) // last pill
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{
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float fEndX = m_vpSprPill[st][1]->GetX() + (m_vpSprPill[st][1]->GetZoomedWidth()/2) + (pSpr->GetZoomedWidth()/2);
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pSpr->SetX(fEndX);
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float fEndX = m_vpSprPill[st][1]->GetX() + ( m_vpSprPill[st][1]->GetZoomedWidth()/2 ) + ( pSpr->GetZoomedWidth()/2 );
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pSpr->SetX( fEndX );
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}
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}
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// Optimization: Don't draw pills that are covered up
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