just some cleanup
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@@ -490,13 +490,13 @@ static bool LoadFromBMSFile( const RString &sPath, const NameToData_t &mapNameTo
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for( unsigned j=0; j<iNumNotesInThisMeasure; j++ )
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{
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float fPercentThroughMeasure = (float)j/(float)iNumNotesInThisMeasure;
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int row = iRowNo + lrintf( fPercentThroughMeasure * fBeatsPerMeasure * ROWS_PER_BEAT );
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// some BMS files seem to have funky alignment, causing us to write gigantic cache files.
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// Try to correct for this by quantizing.
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row = Quantize( row, ROWS_PER_MEASURE/64 );
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BmsTrack bmsTrack;
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bool bIsHold;
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if( ConvertRawTrackToTapNote(iRawTrackNum, bmsTrack, bIsHold) )
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@@ -1035,8 +1035,8 @@ bool BMSLoader::LoadFromDir( const RString &sDir, Song &out )
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sTag.MakeLower();
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// XXX: We should do this with filenames too, I have plenty of examples.
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// however, filenames will be trickier, as stuff at the beginning AND
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// end change per-file, so we'll need a fancier FindLargestInitialSubstring()
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// however, filenames will be trickier, as stuff at the beginning AND
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// end change per-file, so we'll need a fancier FindLargestInitialSubstring()
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// XXX: This matches (double), but I haven't seen it used. Again, MORE EXAMPLES NEEDED
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if( sTag.find('l') != sTag.npos )
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+1
-5
@@ -782,7 +782,7 @@ void ScreenEdit::Init()
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m_EditState = EditState_Invalid;
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TransitionEditState( STATE_EDITING );
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m_bRemoveNoteButtonDown = false;
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m_Clipboard.SetNumTracks( m_NoteDataEdit.GetNumTracks() );
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@@ -792,7 +792,6 @@ void ScreenEdit::Init()
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m_bDirty = false;
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m_Player->Init( "Player", GAMESTATE->m_pPlayerState[PLAYER_1], NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL );
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m_Player->CacheAllUsedNoteSkins();
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerController = PC_HUMAN;
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@@ -829,11 +828,8 @@ void ScreenEdit::Init()
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m_soundSave.Load( THEME->GetPathS("ScreenEdit","save") );
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m_GameplayAssist.Init();
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m_AutoKeysounds.FinishLoading();
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m_pSoundMusic = m_AutoKeysounds.GetSound();
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this->HandleScreenMessage( SM_UpdateTextInfo );
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m_bTextInfoNeedsUpdate = true;
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@@ -649,8 +649,8 @@ void ScreenEvaluation::Init()
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switch( best_grade )
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{
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case Grade_Tier01:
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case Grade_Tier02:
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case Grade_Tier03:
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case Grade_Tier02:
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case Grade_Tier03:
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this->PostScreenMessage( SM_PlayCheer, CHEER_DELAY_SECONDS );
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break;
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}
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