fix sloppy assert in Player. Oops
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@@ -345,8 +345,6 @@ void Player::Step( int col )
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//LOG->Trace( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
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//LOG->Trace( "iIndexStartLookingAt = %d, iNumElementsToExamine = %d", iIndexStartLookingAt, iNumElementsToExamine );
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bool bDestroyedNote = false;
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if( iIndexOverlappingNote != -1 )
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if( iIndexOverlappingNote != -1 )
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{
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{
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// compute the score for this hit
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// compute the score for this hit
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@@ -369,12 +367,7 @@ void Player::Step( int col )
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else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_GREAT;
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else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGreatSeconds ) score = TNS_GREAT;
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else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
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else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowGoodSeconds ) score = TNS_GOOD;
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else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_BOO;
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else if( fSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowBooSeconds ) score = TNS_BOO;
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else
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else score = TNS_NONE;
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{
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// if this step is worse than Boo, we shouldn't be here in the first place.
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ASSERT(0);
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return;
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}
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}
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}
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else
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else
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{
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{
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@@ -391,24 +384,23 @@ void Player::Step( int col )
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if( score==TNS_MARVELOUS && !PREFSMAN->m_bMarvelousTiming )
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if( score==TNS_MARVELOUS && !PREFSMAN->m_bMarvelousTiming )
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score = TNS_PERFECT;
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score = TNS_PERFECT;
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bDestroyedNote = (score >= TNS_GOOD);
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if( score >= TNS_GOOD )
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m_GrayArrowRow.Step( col );
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LOG->Trace("Note offset: %f (fSecondsFromPerfect = %f), Score: %i", fNoteOffset, fSecondsFromPerfect, score);
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LOG->Trace("Note offset: %f (fSecondsFromPerfect = %f), Score: %i", fNoteOffset, fSecondsFromPerfect, score);
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SetTapNoteScore(col, iIndexOverlappingNote, score);
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SetTapNoteScore(col, iIndexOverlappingNote, score);
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SetTapNoteOffset(col, iIndexOverlappingNote, -fNoteOffset);
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if( score != TNS_NONE )
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SetTapNoteOffset(col, iIndexOverlappingNote, -fNoteOffset);
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if( GAMESTATE->m_PlayerController[m_PlayerNumber] == HUMAN &&
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if( GAMESTATE->m_PlayerController[m_PlayerNumber] == HUMAN &&
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score >= TNS_GREAT )
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score >= TNS_GREAT )
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HandleAutosync(fNoteOffset);
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HandleAutosync(fNoteOffset);
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ASSERT( score != TNS_NONE );
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if( IsRowCompletelyJudged(iIndexOverlappingNote) )
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if( IsRowCompletelyJudged(iIndexOverlappingNote) )
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OnRowCompletelyJudged( iIndexOverlappingNote );
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OnRowCompletelyJudged( iIndexOverlappingNote );
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}
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}
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if( !bDestroyedNote )
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m_GrayArrowRow.Step( col );
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}
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}
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void Player::HandleAutosync(float fNoteOffset)
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void Player::HandleAutosync(float fNoteOffset)
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@@ -455,6 +455,9 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type )
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int l;
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int l;
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for( l=0; l<NUM_JUDGE_LINES; l++ )
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for( l=0; l<NUM_JUDGE_LINES; l++ )
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{
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{
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if( l == 0 && !PREFSMAN->m_bMarvelousTiming )
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continue; // skip
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if( SHOW_JUDGMENT(l) )
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if( SHOW_JUDGMENT(l) )
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{
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{
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m_sprJudgeLabels[l].Load( THEME->GetPathTo("Graphics","ScreenEvaluation judge labels 1x8") );
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m_sprJudgeLabels[l].Load( THEME->GetPathTo("Graphics","ScreenEvaluation judge labels 1x8") );
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@@ -39,7 +39,7 @@ ScreenSelectDifficultyEX::ScreenSelectDifficultyEX() : ScreenSelect( "ScreenSele
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{
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{
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m_CurrentPage = PAGE_1;
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m_CurrentPage = PAGE_1;
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int p;
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int p;
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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{
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m_iChoice[p] = 0;
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m_iChoice[p] = 0;
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m_bChosen[p] = false;
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m_bChosen[p] = false;
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