unused
This commit is contained in:
@@ -1,89 +0,0 @@
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#include "global.h"
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#include "Combo.h"
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#include "ThemeManager.h"
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#include "StatsManager.h"
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#include "GameState.h"
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#include "song.h"
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#include "PlayerState.h"
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Combo::Combo()
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{
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m_iLastSeenCombo = -1;
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m_pPlayerState = NULL;
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m_pPlayerStageStats = NULL;
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}
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void Combo::Load( const RString &sPath, const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats )
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{
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ASSERT( m_SubActors.empty() ); // don't load twice
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m_pPlayerState = pPlayerState;
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m_pPlayerStageStats = pPlayerStageStats;
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m_sprComboLabel.Load( sPath );
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this->AddChild( m_sprComboLabel );
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}
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void Combo::SetCombo( int iCombo, int iMisses )
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{
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if( m_iLastSeenCombo == -1 ) // first update, don't set bIsMilestone=true
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m_iLastSeenCombo = iCombo;
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bool b100Milestone = false;
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bool b1000Milestone = false;
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for( int i=m_iLastSeenCombo+1; i<=iCombo; i++ )
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{
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if( i < 600 )
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b100Milestone |= ((i % 100) == 0);
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else
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b1000Milestone |= ((i % 200) == 0);
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}
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m_iLastSeenCombo = iCombo;
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if( b100Milestone )
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this->PlayCommand( "100Milestone" );
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if( b1000Milestone )
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this->PlayCommand( "1000Milestone" );
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// don't show a colored combo until 1/4 of the way through the song
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bool bPastMidpoint = GAMESTATE->GetCourseSongIndex()>0 ||
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GAMESTATE->m_fMusicSeconds > GAMESTATE->m_pCurSong->m_fMusicLengthSeconds/4;
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Message msg("Combo");
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if( iCombo )
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msg.SetParam( "Combo", iCombo );
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if( iMisses )
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msg.SetParam( "Misses", iMisses );
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if( bPastMidpoint && m_pPlayerStageStats->FullComboOfScore(TNS_W1) )
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msg.SetParam( "FullComboW1", true );
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if( bPastMidpoint && m_pPlayerStageStats->FullComboOfScore(TNS_W2) )
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msg.SetParam( "FullComboW2", true );
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if( bPastMidpoint && m_pPlayerStageStats->FullComboOfScore(TNS_W3) )
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msg.SetParam( "FullComboW3", true );
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this->HandleMessage( msg );
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -1,55 +0,0 @@
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/* Combo - Text that displays the size of the current combo. */
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#ifndef COMBO_H
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#define COMBO_H
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#include "ActorFrame.h"
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#include "AutoActor.h"
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#include "PlayerNumber.h"
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class PlayerState;
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class PlayerStageStats;
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class Combo : public ActorFrame
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{
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public:
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Combo();
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void Load( const RString &sPath, const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats );
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void SetCombo( int iCombo, int iMisses );
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protected:
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const PlayerState *m_pPlayerState;
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const PlayerStageStats *m_pPlayerStageStats;
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AutoActor m_sprComboLabel;
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int m_iLastSeenCombo;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -1,168 +0,0 @@
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#include "global.h"
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#include "Judgment.h"
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#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "ThemeManager.h"
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#include "ThemeMetric.h"
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#include "ActorUtil.h"
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#include "XmlFile.h"
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REGISTER_ACTOR_CLASS( Judgment )
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Judgment::Judgment()
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{
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m_mpToTrack = MultiPlayer_Invalid;
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}
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void Judgment::LoadFromNode( const XNode* pNode )
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{
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RString sFile;
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if( ActorUtil::GetAttrPath(pNode, "File", sFile) )
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{
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CollapsePath( sFile );
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LoadNormal( sFile );
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}
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else
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{
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LoadNormal();
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}
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ActorFrame::LoadFromNode( pNode );
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}
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void Judgment::LoadNormal()
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{
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LoadNormal( THEME->GetPathG("Judgment","label") );
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}
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void Judgment::LoadNormal( const RString &sPath )
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{
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m_sprJudgment.Load( sPath );
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m_sprJudgment->SetName( "Judgment" );
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ASSERT( m_sprJudgment->GetNumStates() == 6 || m_sprJudgment->GetNumStates() == 12 );
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m_sprJudgment->StopAnimating();
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ActorUtil::LoadAllCommands( m_sprJudgment, "Judgment" );
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Reset();
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this->AddChild( m_sprJudgment );
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}
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void Judgment::Reset()
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{
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m_sprJudgment->FinishTweening();
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m_sprJudgment->SetXY( 0, 0 );
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m_sprJudgment->StopEffect();
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m_sprJudgment->SetVisible( false );
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}
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void Judgment::SetJudgment( TapNoteScore score, bool bEarly )
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{
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//LOG->Trace( "Judgment::SetJudgment()" );
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Reset();
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m_sprJudgment->SetVisible( true );
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int iStateMult = (m_sprJudgment->GetNumStates()==12) ? 2 : 1;
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int iStateAdd = ( bEarly || ( iStateMult == 1 ) ) ? 0 : 1;
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switch( score )
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{
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case TNS_W1:
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m_sprJudgment->SetState( 0 * iStateMult + iStateAdd );
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this->PlayCommand( "W1" );
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break;
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case TNS_W2:
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m_sprJudgment->SetState( 1 * iStateMult + iStateAdd );
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this->PlayCommand( "W2" );
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break;
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case TNS_W3:
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m_sprJudgment->SetState( 2 * iStateMult + iStateAdd );
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this->PlayCommand( "W3" );
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break;
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case TNS_W4:
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m_sprJudgment->SetState( 3 * iStateMult + iStateAdd );
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this->PlayCommand( "W4" );
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break;
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case TNS_W5:
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m_sprJudgment->SetState( 4 * iStateMult + iStateAdd );
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this->PlayCommand( "W5" );
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break;
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case TNS_Miss:
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m_sprJudgment->SetState( 5 * iStateMult + iStateAdd );
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this->PlayCommand( "Miss" );
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break;
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default:
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ASSERT(0);
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}
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}
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void Judgment::LoadFromMultiPlayer( MultiPlayer mp )
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{
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ASSERT( m_mpToTrack == MultiPlayer_Invalid ); // assert only load once
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m_mpToTrack = mp;
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this->SubscribeToMessage( "Judgment" );
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}
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void Judgment::HandleMessage( const Message &msg )
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{
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if( m_mpToTrack != MultiPlayer_Invalid && msg.GetName() == "Judgment" )
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{
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MultiPlayer mp;
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HoldNoteScore hns;
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if( msg.GetParam("MultiPlayer", mp) &&
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mp == m_mpToTrack &&
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!msg.GetParam("HoldNoteScore", hns) )
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{
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TapNoteScore tns;
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bool bEarly;
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msg.GetParam( "TapNoteScore", tns );
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msg.GetParam( "Early", bEarly );
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SetJudgment( tns, bEarly );
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}
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}
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ActorFrame::HandleMessage( msg );
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}
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// lua start
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#include "LuaBinding.h"
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class LunaJudgment: public Luna<Judgment>
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{
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public:
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static int LoadFromMultiPlayer( T* p, lua_State *L ) { p->LoadFromMultiPlayer( Enum::Check<MultiPlayer>(L, 1) ); return 0; }
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LunaJudgment()
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{
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ADD_METHOD( LoadFromMultiPlayer );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( Judgment, ActorFrame )
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// lua end
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
|
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -1,59 +0,0 @@
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/* Judgment - An Actor that displays a tap judgement. */
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#ifndef JUDGMENT_H
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#define JUDGMENT_H
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#include "ActorFrame.h"
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#include "AutoActor.h"
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#include "GameConstantsAndTypes.h"
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class Judgment : public ActorFrame
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{
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public:
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Judgment();
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virtual Judgment *Copy() const;
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void LoadNormal();
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void LoadNormal( const RString &sPath );
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void LoadFromMultiPlayer( MultiPlayer mp );
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void LoadFromNode( const XNode* pNode );
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void Reset();
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void SetJudgment( TapNoteScore score, bool bEarly );
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void HandleMessage( const Message &msg );
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//
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// Lua
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//
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virtual void PushSelf( lua_State *L );
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protected:
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AutoActor m_sprJudgment;
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MultiPlayer m_mpToTrack;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
|
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*
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||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
* copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, and/or sell copies of the Software, and to permit persons to
|
||||
* whom the Software is furnished to do so, provided that the above
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
||||
* the Software and that both the above copyright notice(s) and this
|
||||
* permission notice appear in supporting documentation.
|
||||
*
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||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
||||
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
||||
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
||||
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
||||
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
||||
* PERFORMANCE OF THIS SOFTWARE.
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*/
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Block a user