cleaned up ShowSongOptions pref
Added fade for missed tap notes move FailType to MachineOptions (so it's persistent)
This commit is contained in:
@@ -17,6 +17,7 @@ CHANGE: Reorganization of options screens.
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NEW FEATURE: Option for user-selectable extra stage 1
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CHANGE: Documentation now in HTML format.
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CHANGE: Overhauled NoteSkin format. See README-FIRST.htm for details.
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BUG FIX: Super-shuffle fixed (now doesn't add extra notes)
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----------------------- Version 3.01 ---------------------------
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CHANGE: Simplified NoteSkin tap graphic format. Old NoteSkins will need to
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@@ -744,11 +744,12 @@ MenuTimer=Turn this &oq;OFF&cq; to disable the time limit in menus.
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ArcadeStages=The number of songs a player can play in Arcade mode.::Set this to &oq;Unlimited&cq;, and you can continue playing forever.::Also, when this option is set to &oq;Unlimited&cq;, failing will take you::back to the the Select Music or Select Course screen.
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JudgeDifficulty=Increase this value to cause your steps to be judged more strictly::(i.e. shink the timing window).
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LifeDifficulty=Increate this value to cause your life meter to::drain faster and refill slower.
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Fail=Choose the conditions for game over.::LIFE DRAINED will stop the music immediately when all players have 0 life.::END OF SONG will cause the game to end at the conclusion of the current song::if all players failed at some point during the song.::OFF disables game over entirely.
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ShowStats=Display Performance Statistics in the upper right corner::of the screen. FPS = frames per second.::TPF = triangles per frame. DPF = draws per frame.
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CoinMode=When set to HOME, options will be shown on the title screen.::When set to PAY the title menu choices are hidden and you must::insert coins before joining in. When set to FREE the title menu::choices are hidden and you can joining in without inserting coins.
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CoinsPerCredit=The number of coins that must be inserted before a player can join.
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JointPremium=When set to OFF, game styles that require both sides of the machine::will cost 2 credits. When set to ON game styles that require both sides::of the machine will cost only 1 credit.
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SongOptions=Choose whether to display the song options menu after selecting a song.
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SongOptions=Choose whether or not to display the Song Options screen::after the Player Options screen.
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[ScreenGraphicOptions]
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DisplayMode=Choose whether you would like StepMania to run full screen,::or to display in a window on your desktop.
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@@ -181,3 +181,12 @@ float ArrowGetGlow( PlayerNumber pn, float fYPos, float fPercentFadeToFail )
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const float fDistFromHalf = fabsf( fPercentVisible - 0.5f );
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return SCALE( fDistFromHalf, 0, 0.5f, 1.3f, 0 );
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}
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float ArrowGetBrightness( PlayerNumber pn, float fYPos )
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{
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float fBrightness = SCALE( fYPos, 0, -ARROW_SIZE, 1.f, 0.f );
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CLAMP( fBrightness, 0, 1 );
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printf( "fBrightness = %f\n", fBrightness );
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return fBrightness;
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}
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@@ -46,12 +46,17 @@ float ArrowGetXPos( PlayerNumber pn, int iCol, float fYPos );
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// fAlpha is the transparency of the arrow. It depends on fYPos and the
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// ArrowAppearance.
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// AppearanceType.
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float ArrowGetAlpha( PlayerNumber pn, float fYPos, float fPercentFadeToFail );
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// fAlpha is the transparency of the arrow. It depends on fYPos and the
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// ArrowAppearance.
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// AppearanceType.
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float ArrowGetGlow( PlayerNumber pn, float fYPos, float fPercentFadeToFail );
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// Depends on fYPos.
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float ArrowGetBrightness( PlayerNumber pn, float fYPos );
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#endif
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@@ -644,28 +644,16 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSameRowAsHoldStart, const float fPercentFadeToFail, const float fLife )
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{
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
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const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
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const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
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const float fRotation = ArrowGetRotation( m_PlayerNumber, fBeat );
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const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fColorScale = SCALE(fLife,0,1,0.2f,1);
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const float fRotation = ArrowGetRotation( m_PlayerNumber, fBeat );
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const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
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const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos, fPercentFadeToFail );
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const float fColorScale = ArrowGetBrightness( m_PlayerNumber, fYPos ) * SCALE(fLife,0,1,0.2f,1);
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RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
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RageColor glow = RageColor(1,1,1,fGlow);
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/*
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if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_ColorType == PlayerOptions::COLOR_NOTE )
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{
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RageColor noteColor = GetNoteColorFromBeat(fBeat);
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diffuse.r *= noteColor.r;
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diffuse.g *= noteColor.g;
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diffuse.b *= noteColor.b;
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glow = RageColor(1,1,1,1)*fGlow + noteColor*(1-fGlow)*0.7f*fAlpha;
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}
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*/
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Sprite* pSprite;
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if( bOnSameRowAsHoldStart && cache->m_bDrawHoldHeadForTapsOnSameRow )
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{
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@@ -83,7 +83,9 @@ PrefsManager::PrefsManager()
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m_bJointPremium = false;
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m_iBoostAppPriority = -1;
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m_iPolygonRadar = -1;
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m_bShowSongOptions = true;
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m_FailType = FAIL_ARCADE;
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/* DDR Extreme-style extra stage support. *
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* Default off so people used to the current behavior (or those with extra *
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* stage CRS files) don't get it changed around on them */
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@@ -167,6 +169,8 @@ void PrefsManager::ReadGlobalPrefsFromDisk( bool bSwitchToLastPlayedGame )
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ini.GetValueB( "Options", "PickExtraStage", m_bPickExtraStage );
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ini.GetValueF( "Options", "LongVerSeconds", m_fLongVerSongSeconds );
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ini.GetValueF( "Options", "MarathonVerSeconds", m_fMarathonVerSongSeconds );
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ini.GetValueB( "Options", "ShowSongOptions", m_bShowSongOptions );
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ini.GetValueI( "Options", "FailType", (int&)m_FailType );
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m_asAdditionalSongFolders.clear();
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@@ -238,7 +242,8 @@ void PrefsManager::SaveGlobalPrefsToDisk()
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ini.SetValueB( "Options", "PickExtraStage", m_bPickExtraStage );
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ini.SetValueF( "Options", "LongVerSeconds", m_fLongVerSongSeconds );
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ini.SetValueF( "Options", "MarathonVerSeconds", m_fMarathonVerSongSeconds );
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ini.SetValueB( "Options", "SongOptions", m_bShowSongOptions );
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ini.SetValueB( "Options", "ShowSongOptions", m_bShowSongOptions );
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ini.SetValueI( "Options", "FailType", (int&)m_FailType );
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/* Only write these if they aren't the default. This ensures that we can change
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* the default and have it take effect for everyone (except people who
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@@ -68,7 +68,7 @@ public:
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float m_fLongVerSongSeconds;
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float m_fMarathonVerSongSeconds;
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bool m_bShowSongOptions;
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enum { FAIL_ARCADE=0, FAIL_END_OF_SONG, FAIL_OFF } m_FailType;
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/* 0 = no; 1 = yes; -1 = auto (do whatever is appropriate for the arch). */
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int m_iBoostAppPriority;
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@@ -100,7 +100,7 @@ bool SetUpSongOptions() // always return true.
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_MINI ] = true;
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}
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GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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PREFSMAN->m_FailType = PrefsManager::FAIL_OFF;
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}
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for( int p=0; p<NUM_PLAYERS; p++ )
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@@ -115,7 +115,7 @@ bool SetUpSongOptions() // always return true.
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GAMESTATE->m_SongOptions = SongOptions();
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GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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PREFSMAN->m_FailType = PrefsManager::FAIL_OFF;
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GAMESTATE->m_bDemonstration = true;
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@@ -775,9 +775,9 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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// check for fail
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//
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switch( GAMESTATE->m_SongOptions.m_FailType )
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switch( PREFSMAN->m_FailType )
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{
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case SongOptions::FAIL_ARCADE:
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case PrefsManager::FAIL_ARCADE:
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switch( GAMESTATE->m_SongOptions.m_LifeType )
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{
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case SongOptions::LIFE_BAR:
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@@ -821,8 +821,8 @@ void ScreenGameplay::Update( float fDeltaTime )
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break;
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}
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break;
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case SongOptions::FAIL_END_OF_SONG:
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case SongOptions::FAIL_OFF:
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case PrefsManager::FAIL_END_OF_SONG:
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case PrefsManager::FAIL_OFF:
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break; // don't check for fail
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default:
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ASSERT(0);
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@@ -1274,7 +1274,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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return; // ignore
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m_DancingState = STATE_OUTRO;
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if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_END_OF_SONG && AllFailedEarlier() )
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if( PREFSMAN->m_FailType == PrefsManager::FAIL_END_OF_SONG && AllFailedEarlier() )
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{
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this->SendScreenMessage( SM_BeginFailed, 0 );
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return;
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@@ -93,7 +93,7 @@ bool PrepareForJukebox() // always return true.
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GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_MINI ] = true;
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}
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GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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PREFSMAN->m_FailType = PrefsManager::FAIL_OFF;
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}
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for( int p=0; p<NUM_PLAYERS; p++ )
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@@ -110,7 +110,7 @@ bool PrepareForJukebox() // always return true.
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GAMESTATE->m_SongOptions = SongOptions();
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GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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PREFSMAN->m_FailType = PrefsManager::FAIL_OFF;
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GAMESTATE->m_bDemonstration = true;
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@@ -28,6 +28,7 @@ enum {
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MO_NUM_ARCADE_STAGES,
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MO_JUDGE_DIFFICULTY,
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MO_LIFE_DIFFICULTY,
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MO_FAIL,
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MO_SHOWSTATS,
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MO_COIN_MODE,
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MO_COINS_PER_CREDIT,
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@@ -42,11 +43,12 @@ OptionRowData g_MachineOptionsLines[NUM_MACHINE_OPTIONS_LINES] = {
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{ "Arcade\nStages", 8, {"1","2","3","4","5","6","7","UNLIMITED"} },
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{ "Judge\nDifficulty", 8, {"1","2","3","4","5","6","7","8"} },
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{ "Life\nDifficulty", 7, {"1","2","3","4","5","6","7"} },
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{ "Fail", 3, {"LIFE DRAINED","END OF SONG","OFF"} },
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{ "Show\nStats", 2, {"OFF","ON"} },
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{ "Coin\nMode", 3, {"HOME","PAY","FREE PLAY"} },
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{ "Coins Per\nCredit", 8, {"1","2","3","4","5","6","7","8"} },
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{ "Joint\nPremium", 2, {"OFF","ON"} },
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{ "Song\nOptions", 2, {"OFF","ON"} },
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{ "Song\nOptions", 2, {"HIDE","SHOW"} },
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};
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ScreenMachineOptions::ScreenMachineOptions() :
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@@ -109,6 +111,7 @@ void ScreenMachineOptions::ImportOptions()
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else if( PREFSMAN->m_fLifeDifficultyScale == 0.40f ) m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 6;
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else m_iSelectedOption[0][MO_LIFE_DIFFICULTY] = 3;
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m_iSelectedOption[0][MO_FAIL] = PREFSMAN->m_FailType;
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m_iSelectedOption[0][MO_SHOWSTATS] = PREFSMAN->m_bShowStats ? 1:0;
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m_iSelectedOption[0][MO_COIN_MODE] = PREFSMAN->m_CoinMode;
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m_iSelectedOption[0][MO_COINS_PER_CREDIT] = PREFSMAN->m_iCoinsPerCredit - 1;
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@@ -146,6 +149,7 @@ void ScreenMachineOptions::ExportOptions()
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default: ASSERT(0);
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}
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(int&)PREFSMAN->m_FailType = m_iSelectedOption[0][MO_FAIL];
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PREFSMAN->m_bShowStats = m_iSelectedOption[0][MO_SHOWSTATS] == 1;
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(int&)PREFSMAN->m_CoinMode = m_iSelectedOption[0][MO_COIN_MODE];
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PREFSMAN->m_iCoinsPerCredit = m_iSelectedOption[0][MO_COINS_PER_CREDIT] + 1;
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@@ -559,21 +559,21 @@ void ScreenSelectMusic::AdjustOptions()
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/* In event mode, switch to fail-end-of-stage if either chose beginner or easy. */
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if(PREFSMAN->m_bEventMode && dc <= DIFFICULTY_EASY)
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FailType::FAIL_END_OF_SONG;
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PREFSMAN->m_FailType = PrefsManager::FAIL_END_OF_SONG;
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/* Otherwise, if either chose beginner's steps, and this is the first stage,
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* turn off failure completely (always give a second shot). */
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else if(dc == DIFFICULTY_BEGINNER)
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{
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/* Beginners get a freebie and then end-of-song. */
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if(GAMESTATE->m_iCurrentStageIndex == 0)
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FailType::FAIL_OFF;
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PREFSMAN->m_FailType = PrefsManager::FAIL_OFF;
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else if(!GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2())
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FailType::FAIL_END_OF_SONG;
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PREFSMAN->m_FailType = PrefsManager::FAIL_END_OF_SONG;
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}
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/* Easy is always end-of-song. */
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else if(dc == DIFFICULTY_EASY && !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2())
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FailType::FAIL_END_OF_SONG;
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PREFSMAN->m_FailType = PrefsManager::FAIL_END_OF_SONG;
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}
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void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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@@ -24,7 +24,6 @@ enum {
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SO_LIFE = 0,
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SO_DRAIN,
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SO_BAT_LIVES,
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SO_FAIL,
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SO_ASSIST,
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SO_RATE,
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SO_AUTOSYNC,
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@@ -35,7 +34,6 @@ OptionRowData g_SongOptionsLines[NUM_SONG_OPTIONS_LINES] = {
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{ "Life\nType", 2, {"BAR","BATTERY"} },
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{ "Bar\nDrain", 3, {"NORMAL","NO RECOVER","SUDDEN DEATH"} },
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{ "Bat\nLives", 10, {"1","2","3","4","5","6","7","8","9","10"} },
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{ "Fail", 3, {"ARCADE","END OF SONG","OFF"} },
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{ "Assist", 2, {"OFF","TICK"} },
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{ "Rate", 9, {"x0.7","x0.8","x0.9","x1.0","x1.1","x1.2","x1.3","x1.4","x1.5"} },
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{ "Auto\nAdjust", 2, {"OFF", "ON"} },
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@@ -63,7 +61,6 @@ void ScreenSongOptions::ImportOptions()
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m_iSelectedOption[0][SO_LIFE] = so.m_LifeType;
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m_iSelectedOption[0][SO_BAT_LIVES] = so.m_iBatteryLives-1;
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m_iSelectedOption[0][SO_FAIL] = so.m_FailType;
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m_iSelectedOption[0][SO_ASSIST] = so.m_AssistType;
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m_iSelectedOption[0][SO_AUTOSYNC] = so.m_bAutoSync;
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@@ -86,7 +83,6 @@ void ScreenSongOptions::ExportOptions()
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so.m_LifeType = (SongOptions::LifeType)m_iSelectedOption[0][SO_LIFE];
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so.m_DrainType = (SongOptions::DrainType)m_iSelectedOption[0][SO_DRAIN];
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so.m_iBatteryLives = m_iSelectedOption[0][SO_BAT_LIVES]+1;
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so.m_FailType = (SongOptions::FailType)m_iSelectedOption[0][SO_FAIL];
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so.m_AssistType = (SongOptions::AssistType)m_iSelectedOption[0][SO_ASSIST];
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so.m_bAutoSync = m_iSelectedOption[0][SO_AUTOSYNC] != 0;
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@@ -33,14 +33,6 @@ CString SongOptions::GetString()
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break;
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}
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switch( m_FailType )
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{
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case FAIL_ARCADE: 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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if( m_fMusicRate != 1 )
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{
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CString s = ssprintf( "%2.2f", m_fMusicRate );
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@@ -20,8 +20,6 @@ struct SongOptions
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enum DrainType { DRAIN_NORMAL, DRAIN_NO_RECOVER, DRAIN_SUDDEN_DEATH };
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DrainType m_DrainType; // only used with LifeBar
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int m_iBatteryLives;
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enum FailType { FAIL_ARCADE=0, FAIL_END_OF_SONG, FAIL_OFF };
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FailType m_FailType;
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enum AssistType { ASSIST_NONE=0, ASSIST_TICK };
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AssistType m_AssistType;
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float m_fMusicRate;
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@@ -33,7 +31,6 @@ struct SongOptions
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m_LifeType = LIFE_BAR;
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m_DrainType = DRAIN_NORMAL;
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m_iBatteryLives = 4;
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m_FailType = FAIL_ARCADE;
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m_AssistType = ASSIST_NONE;
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m_fMusicRate = 1.0f;
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m_bAutoSync = false;
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