Some Changes Ready For Ez2dancer Support
This commit is contained in:
@@ -18,6 +18,7 @@ AnnouncerManager* ANNOUNCER = NULL; // global object accessable from anywhere in
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const CString DEFAULT_ANNOUNCER_NAME = "default";
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const CString EZ2_ANNOUNCER_NAME = "ez2";
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const CString ANNOUNER_BASE_DIR = "Announcers\\";
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@@ -153,6 +153,9 @@ enum NotesType
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NOTES_TYPE_DANCE_SOLO,
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NOTES_TYPE_PUMP_SINGLE,
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NOTES_TYPE_PUMP_DOUBLE,
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NOTES_TYPE_EZ2_SINGLE,
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NOTES_TYPE_EZ2_DOUBLE,
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NOTES_TYPE_EZ2_REAL,
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NUM_NOTES_TYPES, // leave this at the end
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NOTES_TYPE_INVALID,
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};
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@@ -167,6 +170,9 @@ inline int NotesTypeToNumColumns( NotesType nt )
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case NOTES_TYPE_DANCE_SOLO: return 6;
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case NOTES_TYPE_PUMP_SINGLE: return 5;
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case NOTES_TYPE_PUMP_DOUBLE: return 10;
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case NOTES_TYPE_EZ2_SINGLE: return 5; // Single: TL,LHH,D,RHH,TR
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case NOTES_TYPE_EZ2_DOUBLE: return 10; // Double: Single x2
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case NOTES_TYPE_EZ2_REAL: return 7; // Real: TL,LHH,LHL,D,RHL,RHH,TR
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default: ASSERT(0); return -1; // invalid NotesType
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}
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}
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@@ -179,6 +185,9 @@ inline NotesType StringToNotesType( CString sNotesType )
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else if( sNotesType == "dance-solo" ) return NOTES_TYPE_DANCE_SOLO;
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else if( sNotesType == "pump-single" ) return NOTES_TYPE_PUMP_SINGLE;
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else if( sNotesType == "pump-double" ) return NOTES_TYPE_PUMP_DOUBLE;
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else if( sNotesType == "ez2-single" ) return NOTES_TYPE_EZ2_SINGLE;
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else if( sNotesType == "ez2-double" ) return NOTES_TYPE_EZ2_DOUBLE;
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else if( sNotesType == "ez2-real" ) return NOTES_TYPE_EZ2_REAL;
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else ASSERT(0); return NOTES_TYPE_DANCE_SINGLE; // invalid NotesType
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}
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@@ -192,6 +201,9 @@ inline CString NotesTypeToString( NotesType nt )
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case NOTES_TYPE_DANCE_SOLO: return "dance-solo";
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case NOTES_TYPE_PUMP_SINGLE: return "pump-single";
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case NOTES_TYPE_PUMP_DOUBLE: return "pump-double";
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case NOTES_TYPE_EZ2_SINGLE: return "ez2-single";
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case NOTES_TYPE_EZ2_DOUBLE: return "ez2-double";
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case NOTES_TYPE_EZ2_REAL: return "ez2-real";
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default: ASSERT(0); return ""; // invalid NotesType
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}
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}
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@@ -240,8 +252,9 @@ enum SongSortOrder {
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///////////////////////////////
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enum Game
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{
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GAME_DANCE,
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GAME_PUMP,
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GAME_DANCE, // Dance Dance Revolution
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GAME_PUMP, // Pump It Up
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GAME_EZ2, // Ez2dancer
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NUM_GAMES, // leave this at the end
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GAME_NONE,
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};
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@@ -256,6 +269,9 @@ enum Style
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STYLE_PUMP_SINGLE,
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STYLE_PUMP_VERSUS,
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STYLE_PUMP_DOUBLE,
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STYLE_EZ2_SINGLE,
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STYLE_EZ2_DOUBLE,
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STYLE_EZ2_REAL,
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NUM_STYLES, // leave this at the end
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STYLE_NONE,
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};
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@@ -274,6 +290,10 @@ inline Game StyleToGame( Style s )
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case STYLE_PUMP_VERSUS:
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case STYLE_PUMP_DOUBLE:
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return GAME_PUMP;
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case STYLE_EZ2_SINGLE:
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case STYLE_EZ2_DOUBLE:
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case STYLE_EZ2_REAL:
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return GAME_EZ2;
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default:
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ASSERT(0); // invalid Style
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return GAME_DANCE;
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@@ -34,11 +34,20 @@ InstrumentButton PUMP_BUTTON_DOWNRIGHT = (InstrumentButton)4;
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InstrumentButton PUMP_BUTTON_SELECT = (InstrumentButton)5;
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int NUM_PUMP_BUTTONS = 6;
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InstrumentButton EZ2_BUTTON_UPLEFT = (InstrumentButton)0;
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InstrumentButton EZ2_BUTTON_UPLEFTHAND = (InstrumentButton)1;
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InstrumentButton EZ2_BUTTON_LRLEFTHAND = (InstrumentButton)2;
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InstrumentButton EZ2_BUTTON_DOWN = (InstrumentButton)3;
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InstrumentButton EZ2_BUTTON_LRRIGHTHAND = (InstrumentButton)4;
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InstrumentButton EZ2_BUTTON_UPRIGHTHAND = (InstrumentButton)5;
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InstrumentButton EZ2_BUTTON_UPRIGHT = (InstrumentButton)6;
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InstrumentButton EZ2_BUTTON_SELECT = (InstrumentButton)7;
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int NUM_EZ2_BUTTONS = 8;
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const int DANCE_COL_SPACING = 64;
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const int DANCE_6PANEL_VERSUS_COL_SPACING = 54;
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const int PUMP_COL_SPACING = 60;
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const int EZ2_COL_SPACING = 60; // CHANGE THIS LATER (Actually don't know colspaces yet)
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GameDef g_GameDefs[NUM_GAMES] =
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{
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@@ -66,11 +75,11 @@ GameDef g_GameDefs[NUM_GAMES] =
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DANCE_BUTTON_SELECT, // MENU_BUTTON_BACK
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},
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},
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{ // GAME_DANCE
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{ // GAME_PUMP
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"pump", // m_szName
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"Pump It Up", // m_szDescription
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2, // m_iNumInstruments
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NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument
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NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument //? DANCE buttons (from Andy)
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{ // m_szButtonNames
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"UpLeft",
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"UpRight",
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@@ -88,6 +97,28 @@ GameDef g_GameDefs[NUM_GAMES] =
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PUMP_BUTTON_SELECT, // MENU_BUTTON_BACK
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},
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},
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{ // GAME_EZ2
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"ez2", // m_szName
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"Ez2dancer", // m_szDescription
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2, // m_iNumInstruments
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NUM_DANCE_BUTTONS, // m_iButtonsPerInstrument // If it works, i'll go with it, but i'm a bit unsure here...
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{ // m_szButtonNames
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"UpLeftHand",
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"UpRightHand",
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"LrLeftHand",
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"LrRightHand",
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"Down",
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"Back"
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},
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{ // m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_szButtonNames
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EZ2_BUTTON_UPLEFTHAND, // MENU_BUTTON_LEFT
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EZ2_BUTTON_UPRIGHTHAND, // MENU_BUTTON_RIGHT
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EZ2_BUTTON_LRLEFTHAND, // MENU_BUTTON_UP
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EZ2_BUTTON_LRRIGHTHAND, // MENU_BUTTON_DOWN
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EZ2_BUTTON_DOWN, // MENU_BUTTON_START
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EZ2_BUTTON_SELECT, // MENU_BUTTON_BACK
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},
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},
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};
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@@ -342,6 +373,101 @@ StyleDef g_StyleDefs[NUM_STYLES] =
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0,2,4,1,3,5,7,9,6,8
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},
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},
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{ // EZ2_STYLE_SINGLE
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"ez2-single", // m_szName
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NOTES_TYPE_EZ2_SINGLE, // m_NotesType
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StyleDef::ONE_PLAYER_USES_ONE_SIDE, // m_StyleType
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{ 160, 480 }, // m_iCenterX
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5, // m_iColsPerPlayer
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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{ // PLAYER_1
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{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*2 }, // CHANGE THESE WHEN WE CAN SEE THE
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{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 }, // NOTES IN-GAME !!!!!!!!!!
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{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
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{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
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{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*2 },
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},
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{ // PLAYER_2
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{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*2 }, // CHANGE THESE WHEN WE CAN SEE THE
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{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*1 }, // NOTES IN-GAME !!!!!!!!!!
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{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
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{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*1 },
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{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*2 },
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},
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
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},
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},
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{ // EZ2_STYLE_DOUBLE
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"ez2-double", // m_szName
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NOTES_TYPE_EZ2_DOUBLE, // m_NotesType
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StyleDef::ONE_PLAYER_USES_TWO_SIDES, // m_StyleType
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{ 160, 480 }, // m_iCenterX
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10, // m_iColsPerPlayer
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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{ // PLAYER_1
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{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*4.5f }, // CHANGE THESE WHEN WE CAN SEE THE
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{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*3.5f }, // NOTES IN-GAME !!!!!!!!!!
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{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, -EZ2_COL_SPACING*2.5f },
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{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, -EZ2_COL_SPACING*1.5f },
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{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, -EZ2_COL_SPACING*0.5f },
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{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, +EZ2_COL_SPACING*0.5f },
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{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, +EZ2_COL_SPACING*1.5f },
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{ TRACK_8, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*2.5f },
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{ TRACK_9, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*3.5f },
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{ TRACK_10, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*4.5f },
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},
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{ // PLAYER_2
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{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*4.5f }, // CHANGE THESE WHEN WE CAN SEE THE
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{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*3.5f }, // NOTES IN-GAME !!!!!!!!!!
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{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_DOWN, -EZ2_COL_SPACING*2.5f },
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{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, -EZ2_COL_SPACING*1.5f },
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{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, -EZ2_COL_SPACING*0.5f },
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{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, +EZ2_COL_SPACING*0.5f },
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{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, +EZ2_COL_SPACING*1.5f },
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{ TRACK_8, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*2.5f },
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{ TRACK_9, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*3.5f },
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{ TRACK_10, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*4.5f },
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},
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
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},
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},
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{ // EZ2_STYLE_REAL
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"ez2-real", // m_szName
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NOTES_TYPE_EZ2_REAL, // m_NotesType
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StyleDef::ONE_PLAYER_USES_ONE_SIDE, // m_StyleType
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{ 160, 480 }, // m_iCenterX
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7, // m_iColsPerPlayer
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{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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{ // PLAYER_1
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{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
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{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
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{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*1 },
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{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
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{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*1 },
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{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*2 },
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{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
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},
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{ // PLAYER_2
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{ TRACK_1, INSTRUMENT_1, EZ2_BUTTON_UPLEFT, -EZ2_COL_SPACING*3 }, // CHANGE THESE WHEN WE CAN SEE THE
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{ TRACK_2, INSTRUMENT_1, EZ2_BUTTON_UPLEFTHAND, -EZ2_COL_SPACING*2 }, // NOTES IN-GAME !!!!!!!!!!
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{ TRACK_3, INSTRUMENT_1, EZ2_BUTTON_LRLEFTHAND, -EZ2_COL_SPACING*1 },
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{ TRACK_4, INSTRUMENT_1, EZ2_BUTTON_DOWN, +EZ2_COL_SPACING*0 },
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{ TRACK_5, INSTRUMENT_1, EZ2_BUTTON_LRRIGHTHAND, +EZ2_COL_SPACING*1 },
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{ TRACK_6, INSTRUMENT_1, EZ2_BUTTON_UPRIGHTHAND, +EZ2_COL_SPACING*2 },
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{ TRACK_7, INSTRUMENT_1, EZ2_BUTTON_UPRIGHT, +EZ2_COL_SPACING*3 },
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},
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},
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{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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3,0,6,2,4,1,5 // This should be from back to front: Down, UpLeft, UpRight, Lower Left Hand, Lower Right Hand, Upper Left Hand, Upper Right Hand
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},
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},
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};
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@@ -24,7 +24,7 @@
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#include "RageLog.h"
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#include "GameManager.h"
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#include "string.h"
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#include "AnnouncerManager.h"
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enum {
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@@ -75,8 +75,18 @@ void ScreenSelectGame::ExportOptions()
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Game game = (Game)m_iSelectedOption[0][SG_GAME];
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switch( game )
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{
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case GAME_DANCE: GAMEMAN->m_CurStyle = STYLE_DANCE_SINGLE; break;
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case GAME_PUMP: GAMEMAN->m_CurStyle = STYLE_PUMP_SINGLE; break;
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case GAME_DANCE:
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GAMEMAN->m_CurStyle = STYLE_DANCE_SINGLE;
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ANNOUNCER->SwitchAnnouncer( "default" );
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break;
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case GAME_PUMP:
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GAMEMAN->m_CurStyle = STYLE_PUMP_SINGLE;
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ANNOUNCER->SwitchAnnouncer( "default" );
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break;
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case GAME_EZ2:
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GAMEMAN->m_CurStyle = STYLE_EZ2_SINGLE;
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ANNOUNCER->SwitchAnnouncer( "ez2" );
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break;
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default: ASSERT(0); // invalid Game
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}
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@@ -15,7 +15,7 @@
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#include "RandomSample.h"
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#include "TransitionFade.h"
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#include "Quad.h"
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#include "AnnouncerManager.h"
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class ScreenSelectGame : public ScreenOptions
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{
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@@ -1032,10 +1032,6 @@ SOURCE=.\ScreenTitleMenu.h
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# PROP Default_Filter ""
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# Begin Source File
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SOURCE=.\AnnouncerManager.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\AnnouncerManager.h
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# End Source File
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# Begin Source File
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Reference in New Issue
Block a user