A persistent initial FailType now set in MachineOptions, but the temporary session FailType can be changed in SongOptions
This commit is contained in:
@@ -744,7 +744,7 @@ 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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DefaultFailType=Choose the conditions for game over.::ARCADE 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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@@ -797,21 +797,23 @@ LineSpacingX=0
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LineSpacingY=60
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BulletsStartX=100
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BulletsStartY=140
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TextZoom=1.0
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TextColor=0.8,0.8,1,1
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NamesStartX=180
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NamesStartY=140
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NamesZoom=1.2
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NamesColor=0.8,0.8,1,1
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ScoresStartX=520
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ScoresStartY=140
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ScoresZoom=1.2
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ScoresColor=0.8,0.8,1,1
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PointsStartX=380
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PointsStartY=140
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TimeStartX=560
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TimeStartY=140
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SecondsPerPage=5
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ShowCategories=1
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CoursesToShow=Courses/NaokiStandard.crs,Courses/ParanoiaBrothers.crs
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NotesTypesToHide=dance-couple,dance-solo
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[ScreenIntroMovie]
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SecondsToShow=15
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SecondsToShow=0
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NextScreen=ScreenDemonstration
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[ScreenMemoryCard]
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@@ -39,8 +39,8 @@ Course::Course()
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for( i=0; i<NUM_NOTES_TYPES; i++ )
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for( j=0; j<NUM_RANKING_LINES; j++ )
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{
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m_MachineScores[i][j].iDancePoints = 0;
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m_MachineScores[i][j].fSurviveTime = 0;
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m_MachineScores[i][j].iDancePoints = 573;
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m_MachineScores[i][j].fSurviveTime = 57.3f;
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m_MachineScores[i][j].sName = "STEP";
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}
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@@ -87,6 +87,8 @@ void GameState::Reset()
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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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if( PREFSMAN )
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m_SongOptions.m_FailType = PREFSMAN->m_DefaultFailType;
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}
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void GameState::ResetLastRanking()
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@@ -84,7 +84,7 @@ PrefsManager::PrefsManager()
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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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m_DefaultFailType = SongOptions::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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@@ -170,7 +170,7 @@ void PrefsManager::ReadGlobalPrefsFromDisk( bool bSwitchToLastPlayedGame )
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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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ini.GetValueI( "Options", "DefaultFailType", (int&)m_DefaultFailType );
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m_asAdditionalSongFolders.clear();
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@@ -243,7 +243,7 @@ void PrefsManager::SaveGlobalPrefsToDisk()
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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", "ShowSongOptions", m_bShowSongOptions );
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ini.SetValueI( "Options", "FailType", (int&)m_FailType );
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ini.SetValueI( "Options", "DefaultFailType", (int&)m_DefaultFailType );
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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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@@ -11,7 +11,7 @@
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Chris Gomez
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-----------------------------------------------------------------------------
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*/
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#include "SongOptions.h"
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class PrefsManager
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{
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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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SongOptions::FailType m_DefaultFailType;
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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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PREFSMAN->m_FailType = PrefsManager::FAIL_OFF;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::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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PREFSMAN->m_FailType = PrefsManager::FAIL_OFF;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::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( PREFSMAN->m_FailType )
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switch( GAMESTATE->m_SongOptions.m_FailType )
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{
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case PrefsManager::FAIL_ARCADE:
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case SongOptions::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 PrefsManager::FAIL_END_OF_SONG:
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case PrefsManager::FAIL_OFF:
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case SongOptions::FAIL_END_OF_SONG:
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case SongOptions::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( PREFSMAN->m_FailType == PrefsManager::FAIL_END_OF_SONG && AllFailedEarlier() )
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if( GAMESTATE->m_SongOptions.m_FailType == SongOptions::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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PREFSMAN->m_FailType = PrefsManager::FAIL_OFF;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::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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PREFSMAN->m_FailType = PrefsManager::FAIL_OFF;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_bDemonstration = true;
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@@ -43,7 +43,7 @@ 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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{ "Default\nFail Type", 3, {"ARCADE","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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@@ -111,7 +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_FAIL] = PREFSMAN->m_DefaultFailType;
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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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@@ -149,11 +149,11 @@ 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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PREFSMAN->m_bJointPremium = m_iSelectedOption[0][MO_JOINT_PREMIUM] == 1;
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(int&)PREFSMAN->m_DefaultFailType = 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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PREFSMAN->m_bJointPremium = m_iSelectedOption[0][MO_JOINT_PREMIUM] == 1;
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}
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void ScreenMachineOptions::GoToPrevState()
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@@ -559,7 +559,7 @@ 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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PREFSMAN->m_FailType = PrefsManager::FAIL_END_OF_SONG;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::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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@@ -567,13 +567,13 @@ void ScreenSelectMusic::AdjustOptions()
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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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PREFSMAN->m_FailType = PrefsManager::FAIL_OFF;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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else if(!GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2())
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PREFSMAN->m_FailType = PrefsManager::FAIL_END_OF_SONG;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::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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PREFSMAN->m_FailType = PrefsManager::FAIL_END_OF_SONG;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_END_OF_SONG;
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}
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void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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@@ -24,6 +24,7 @@ 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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@@ -34,6 +35,7 @@ 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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@@ -61,6 +63,7 @@ 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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@@ -83,6 +86,7 @@ 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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@@ -33,6 +33,14 @@ 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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@@ -20,6 +20,8 @@ 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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@@ -31,6 +33,7 @@ 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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