small comment cleanup
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+1
-1
@@ -107,7 +107,7 @@ public:
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private:
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int iNumTimesPlayed;
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DateTime dtLastPlayed; // meaningless if iNumTimesPlayed == 0
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};
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struct Screenshot
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@@ -46,7 +46,7 @@ void LifeMeterBattery::Load( const PlayerState *pPlayerState, PlayerStageStats *
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m_textNumLives.LoadFromFont( THEME->GetPathF(sType, "lives") );
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m_textNumLives.SetName( ssprintf("NumLivesP%i",int(pn+1)) );
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// fucking hardcoded shit
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// old hardcoded commands:
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/*
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m_textNumLives.SetDiffuse( RageColor(1,1,1,1) );
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m_textNumLives.SetShadowLength( 0 );
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@@ -56,7 +56,7 @@ void LifeMeterBattery::Load( const PlayerState *pPlayerState, PlayerStageStats *
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ActorUtil::LoadAllCommandsAndSetXY( m_textNumLives, sType );
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this->AddChild( &m_textNumLives );
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}
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// fucking hardcoded shit
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// old hardcoded commands:
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/*
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m_sprFrame.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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m_sprBattery.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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@@ -68,8 +68,8 @@ void LifeMeterBattery::Load( const PlayerState *pPlayerState, PlayerStageStats *
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if( bPlayerEnabled )
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{
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m_Percent.Load( pPlayerState, pPlayerStageStats, "LifeMeterBattery Percent", true );
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// fucking hardcoded shit (this type of command is useful, but let the
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// themer decide what they want to do, please)
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// old hardcoded commands (this is useful, but let the themer decide
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// what they want to do, please -aj)
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//m_Percent.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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this->AddChild( &m_Percent );
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}
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@@ -238,10 +238,13 @@ class LunaLifeMeterBattery: public Luna<LifeMeterBattery>
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{
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public:
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static int GetLivesLeft( T* p, lua_State *L ) { lua_pushnumber( L, p->GetLivesLeft() ); return 1; }
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// is this right? wtf -q2x
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//static int GetTotalLives( T* p, lua_State *L ) { lua_pushnumber( L, GAMESTATE->m_SongOptions.GetSong().m_iBatteryLives ); return 1; }
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LunaLifeMeterBattery()
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{
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ADD_METHOD( GetLivesLeft );
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//ADD_METHOD( GetTotalLives );
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}
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};
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@@ -178,7 +178,7 @@ int LastTapNoteScoreTrack( const NoteData &in, unsigned iRow, PlayerNumber pn )
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#if 0
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int MinTapNoteScoreTrack( const NoteData &in, unsigned iRow, PlayerNumber pn )
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{
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// this shit is a wip
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// work in progress
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float scoretime = -9999;
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int worst_track = -1;
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TapNoteScore lowestTNS = TapNoteScore_Invalid;
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@@ -276,7 +276,7 @@ float GetActualStreamRadarValue( const NoteData &in, float fSongSeconds )
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return clamp( float(iW2s)/iTotalSteps, 0.0f, 1.0f );
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}
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/* Return the ratio of actual combo to max combo. */
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// Return the ratio of actual combo to max combo.
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float GetActualVoltageRadarValue( const NoteData &in, float fSongSeconds, const PlayerStageStats &pss )
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{
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/* STATSMAN->m_CurStageStats.iMaxCombo is unrelated to GetNumTapNotes:
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@@ -289,7 +289,7 @@ float GetActualVoltageRadarValue( const NoteData &in, float fSongSeconds, const
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return clamp( fComboPercent, 0.0f, 1.0f );
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}
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/* Return the ratio of actual to possible W2s on jumps. */
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// Return the ratio of actual to possible W2s on jumps.
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float GetActualAirRadarValue( const NoteData &in, float fSongSeconds )
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{
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const int iTotalDoubles = in.GetNumJumps();
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@@ -301,7 +301,7 @@ float GetActualAirRadarValue( const NoteData &in, float fSongSeconds )
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return clamp( (float)iNumDoubles / iTotalDoubles, 0.0f, 1.0f );
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}
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/* Return the ratio of actual to possible dance points. */
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// Return the ratio of actual to possible dance points.
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float GetActualChaosRadarValue( const NoteData &in, float fSongSeconds, const PlayerStageStats &pss )
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{
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const int iPossibleDP = pss.m_iPossibleDancePoints;
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@@ -312,7 +312,7 @@ float GetActualChaosRadarValue( const NoteData &in, float fSongSeconds, const Pl
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return clamp( float(ActualDP)/iPossibleDP, 0.0f, 1.0f );
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}
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/* Return the ratio of actual to possible successful holds. */
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// Return the ratio of actual to possible successful holds.
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float GetActualFreezeRadarValue( const NoteData &in, float fSongSeconds )
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{
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// number of hold steps
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