Finish up the difficulty chage Sean was working on.
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@@ -95,8 +95,6 @@ void BeginnerHelper::Initialize( int iDancePadType )
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this->AddChild(&m_sStepCircle[sc]);
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this->AddChild(&m_sStepCircle[sc]);
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}*/
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}*/
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Steps *Blahness;
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// Load the DancePad
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// Load the DancePad
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m_mDancePad.SetHorizAlign( align_left );
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m_mDancePad.SetHorizAlign( align_left );
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m_mDancePad.SetRotationX( DANCEPAD_ANGLE );
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m_mDancePad.SetRotationX( DANCEPAD_ANGLE );
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@@ -112,17 +110,15 @@ void BeginnerHelper::Initialize( int iDancePadType )
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for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
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for( int pl=0; pl<NUM_PLAYERS; pl++ ) // Load players
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{
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{
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if( !GAMESTATE->IsPlayerEnabled(pl))
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continue;
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// if there is no character set, try loading a random one.
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// if there is no character set, try loading a random one.
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if( GAMESTATE->m_pCurCharacters[pl] == NULL )
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if( GAMESTATE->m_pCurCharacters[pl] == NULL )
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{
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{
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GAMESTATE->m_pCurCharacters[pl] = GAMESTATE->GetRandomCharacter();
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GAMESTATE->m_pCurCharacters[pl] = GAMESTATE->GetRandomCharacter();
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}
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}
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LOG->Trace( "Blahness" );
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Blahness = GAMESTATE->m_pCurNotes[pl];
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LOG->Trace( "Blahness2" );
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LOG->Trace( "Players: %d, Player: %d",NUM_PLAYERS,pl );
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LOG->Trace ("Blahness Difficulty: %d",Blahness->GetDifficulty() );
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if( GAMESTATE->m_pCurNotes[pl]->GetDifficulty() == DIFFICULTY_BEGINNER && GAMESTATE->m_pCurCharacters[pl] != NULL )
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if( GAMESTATE->m_pCurNotes[pl]->GetDifficulty() == DIFFICULTY_BEGINNER && GAMESTATE->m_pCurCharacters[pl] != NULL )
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{
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{
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// Load textures
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// Load textures
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@@ -224,11 +220,9 @@ void BeginnerHelper::Update( float fDeltaTime )
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if(!m_bInitialized)
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if(!m_bInitialized)
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return;
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return;
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float beat = fDeltaTime * GAMESTATE->m_fCurBPS;
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for(int pn = 0; pn < NUM_PLAYERS; pn++ )
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for(int pn = 0; pn < NUM_PLAYERS; pn++ )
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{
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{
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if( (!GAMESTATE->IsPlayerEnabled(pn)) || (GAMESTATE->m_pCurNotes[pn]->GetDifficulty() != DIFFICULTY_BEGINNER) )
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if( !( GAMESTATE->IsPlayerEnabled(pn) && GAMESTATE->m_pCurNotes[pn]->GetDifficulty() == DIFFICULTY_BEGINNER) )
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continue; // skip
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continue; // skip
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int iStep = 0;
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int iStep = 0;
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@@ -253,11 +247,17 @@ void BeginnerHelper::Update( float fDeltaTime )
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ActorFrame::Update( fDeltaTime );
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ActorFrame::Update( fDeltaTime );
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m_mDancePad.Update( fDeltaTime );
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m_mDancePad.Update( fDeltaTime );
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m_sFlash.Update( fDeltaTime );
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m_sFlash.Update( fDeltaTime );
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for( int scu=0; scu<NUM_PLAYERS*2; scu++ )
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m_sStepCircle[scu].Update( beat );
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float beat = fDeltaTime * GAMESTATE->m_fCurBPS;
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for( int pu=0; pu<NUM_PLAYERS; pu++ )
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for( int pu=0; pu<NUM_PLAYERS; pu++ )
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{
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if(!GAMESTATE->IsPlayerEnabled(pu))
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continue;
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m_mDancer[pu].Update( beat ); //Update dancers
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m_mDancer[pu].Update( beat ); //Update dancers
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for( int scu=0; scu<2; scu++ )
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m_sStepCircle[pu+scu].Update( beat );
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}
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}
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}
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@@ -784,7 +784,7 @@ void ScreenGameplay::LoadNextSong()
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bool anybeginners = false;
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bool anybeginners = false;
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for( int pb=0; pb<NUM_PLAYERS; pb++ )
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for( int pb=0; pb<NUM_PLAYERS; pb++ )
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if( GAMESTATE->IsPlayerEnabled(pb) && GAMESTATE->m_PreferredDifficulty[pb] == DIFFICULTY_BEGINNER )
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if( GAMESTATE->IsPlayerEnabled(pb) && GAMESTATE->m_pCurNotes[pb]->GetDifficulty() == DIFFICULTY_BEGINNER )
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{
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{
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anybeginners = true;
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anybeginners = true;
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m_BeginnerHelper.AddPlayer( pb, &m_Player[pb] );
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m_BeginnerHelper.AddPlayer( pb, &m_Player[pb] );
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