Most PlayerOptions now represented by floats
Appearance PlayerOptions are now not mutually exclusive Accel PlayerOptions are now not mutually exclusive Most PlayerOptions linearly interpolate if changed during song
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@@ -89,12 +89,23 @@ void GameState::Reset()
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m_vPassedStageStats.clear();
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for( p=0; p<NUM_PLAYERS; p++ )
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m_PlayerOptions[p] = PlayerOptions();
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m_SongOptions = SongOptions();
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{
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m_CurrentPlayerOptions[p].Init();
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m_PlayerOptions[p].Init();
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m_StoredPlayerOptions[p].Init();
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}
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m_SongOptions.Init();
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for( p=0; p<NUM_PLAYERS; p++ )
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NOTESKIN->SwitchNoteSkin( PlayerNumber(p), PREFSMAN->m_sDefaultNoteSkin );
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}
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void GameState::Update( float fDelta )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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m_CurrentPlayerOptions[p].Approach( m_PlayerOptions[p], fDelta );
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}
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void GameState::ResetLastRanking()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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@@ -315,7 +326,7 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
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void GameState::StoreSelectedOptions()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_SelectedOptions[p] = GAMESTATE->m_PlayerOptions[p];
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GAMESTATE->m_StoredPlayerOptions[p] = GAMESTATE->m_PlayerOptions[p];
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}
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/* Restore the preferred options. This is called after a song ends, before
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@@ -325,7 +336,7 @@ void GameState::StoreSelectedOptions()
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void GameState::RestoreSelectedOptions()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_PlayerOptions[p] = GAMESTATE->m_SelectedOptions[p];
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GAMESTATE->m_PlayerOptions[p] = GAMESTATE->m_StoredPlayerOptions[p];
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/* Oops. We can't do this; it'll reset lives back to 4, and we need it
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* to stick around for the length of the course (for regaining). Let's
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* just reset the options that can actually be set per-song. XXX */
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