CString -> RString
This commit is contained in:
+19
-19
@@ -46,12 +46,12 @@ GameState* GAMESTATE = NULL; // global and accessable from anywhere in our progr
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ThemeMetric<bool> USE_NAME_BLACKLIST("GameState","UseNameBlacklist");
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ThemeMetric<CString> DEFAULT_SORT ("GameState","DefaultSort");
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ThemeMetric<RString> DEFAULT_SORT ("GameState","DefaultSort");
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SortOrder GetDefaultSort()
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{
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return StringToSortOrder( DEFAULT_SORT );
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}
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ThemeMetric<CString> DEFAULT_SONG ("GameState","DefaultSong");
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ThemeMetric<RString> DEFAULT_SONG ("GameState","DefaultSong");
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Song* GameState::GetDefaultSong() const
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{
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SongID sid;
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@@ -127,12 +127,12 @@ GameState::~GameState()
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SAFE_DELETE( m_pTimingDataOriginal );
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}
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void GameState::ApplyGameCommand( const CString &sCommand, PlayerNumber pn )
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void GameState::ApplyGameCommand( const RString &sCommand, PlayerNumber pn )
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{
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GameCommand m;
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m.Load( 0, ParseCommands(sCommand) );
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CString sWhy;
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RString sWhy;
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if( !m.IsPlayable(&sWhy) )
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RageException::Throw( "Can't apply mode \"%s\": %s", sCommand.c_str(), sWhy.c_str() );
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@@ -145,7 +145,7 @@ void GameState::ApplyGameCommand( const CString &sCommand, PlayerNumber pn )
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void GameState::ApplyCmdline()
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{
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/* We need to join players before we can set the style. */
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CString sPlayer;
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RString sPlayer;
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for( int i = 0; GetCommandlineArgument( "player", &sPlayer, i ); ++i )
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{
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int pn = atoi( sPlayer )-1;
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@@ -155,7 +155,7 @@ void GameState::ApplyCmdline()
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this->JoinPlayer( (PlayerNumber) pn );
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}
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CString sMode;
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RString sMode;
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for( int i = 0; GetCommandlineArgument( "mode", &sMode, i ); ++i )
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{
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ApplyGameCommand( sMode );
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@@ -357,7 +357,7 @@ void GameState::PlayersFinalized()
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Profile* pProfile = PROFILEMAN->GetProfile(pn);
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CString sModifiers;
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RString sModifiers;
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if( pProfile->GetDefaultModifiers( this->m_pCurGame, sModifiers ) )
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{
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/* We don't save negative preferences (eg. "no reverse"). If the theme
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@@ -578,7 +578,7 @@ void GameState::Update( float fDelta )
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void GameState::SetCurGame( const Game *pGame )
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{
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m_pCurGame.Set( pGame );
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CString sGame = pGame ? CString(pGame->m_szName) : CString();
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RString sGame = pGame ? RString(pGame->m_szName) : RString();
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PREFSMAN->SetCurrentGame( sGame );
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}
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@@ -764,7 +764,7 @@ int GameState::GetCourseSongIndex() const
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static LocalizedString PLAYER1 ("GameState","Player 1");
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static LocalizedString PLAYER2 ("GameState","Player 2");
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static LocalizedString CPU ("GameState","CPU");
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CString GameState::GetPlayerDisplayName( PlayerNumber pn ) const
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RString GameState::GetPlayerDisplayName( PlayerNumber pn ) const
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{
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ASSERT( IsPlayerEnabled(pn) );
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const LocalizedString *pDefaultNames[] = { &PLAYER1, &PLAYER2 };
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@@ -1030,7 +1030,7 @@ void GameState::GetDefaultSongOptions( SongOptions &so )
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so.FromString( CommonMetrics::DEFAULT_MODIFIERS );
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}
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void GameState::ApplyModifiers( PlayerNumber pn, CString sModifiers )
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void GameState::ApplyModifiers( PlayerNumber pn, RString sModifiers )
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{
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m_pPlayerState[pn]->m_PlayerOptions.FromString( sModifiers );
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m_SongOptions.FromString( sModifiers );
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@@ -1095,7 +1095,7 @@ bool GameState::IsDisqualified( PlayerNumber pn )
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}
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}
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void GameState::GetAllUsedNoteSkins( vector<CString> &out ) const
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void GameState::GetAllUsedNoteSkins( vector<RString> &out ) const
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{
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FOREACH_EnabledPlayer( pn )
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{
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@@ -1453,7 +1453,7 @@ bool GameState::AnyPlayerHasRankingFeats() const
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return false;
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}
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void GameState::StoreRankingName( PlayerNumber pn, CString sName )
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void GameState::StoreRankingName( PlayerNumber pn, RString sName )
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{
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sName.MakeUpper();
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@@ -1462,7 +1462,7 @@ void GameState::StoreRankingName( PlayerNumber pn, CString sName )
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RageFile file;
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if( file.Open(NAME_BLACKLIST_FILE) )
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{
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CString sLine;
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RString sLine;
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while( !file.AtEOF() )
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{
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@@ -1575,7 +1575,7 @@ bool GameState::IsTimeToPlayAttractSounds() const
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return false;
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}
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void GameState::VisitAttractScreen( const CString sScreenName )
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void GameState::VisitAttractScreen( const RString sScreenName )
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{
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if( sScreenName == CommonMetrics::FIRST_ATTRACT_SCREEN.GetValue() )
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m_iNumTimesThroughAttract++;
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@@ -1743,7 +1743,7 @@ float GameState::GetGoalPercentComplete( PlayerNumber pn )
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return fActual / fGoal;
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}
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bool GameState::PlayerIsUsingModifier( PlayerNumber pn, const CString &sModifier )
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bool GameState::PlayerIsUsingModifier( PlayerNumber pn, const RString &sModifier )
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{
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PlayerOptions po = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions;
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SongOptions so = GAMESTATE->m_SongOptions;
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@@ -1985,7 +1985,7 @@ public:
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for( unsigned i=0; i<vpStepsToShow.size(); i++ )
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{
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const Steps* pSteps = vpStepsToShow[i];
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CString sDifficulty = DifficultyToLocalizedString( pSteps->GetDifficulty() );
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RString sDifficulty = DifficultyToLocalizedString( pSteps->GetDifficulty() );
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// HACK: reset capitalization
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sDifficulty.MakeLower();
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@@ -2090,14 +2090,14 @@ LuaFunction_NoArgs( IsFinalStage, GAMESTATE->IsFinalStage() )
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LuaFunction_NoArgs( IsExtraStage, GAMESTATE->IsExtraStage() )
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LuaFunction_NoArgs( IsExtraStage2, GAMESTATE->IsExtraStage2() )
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LuaFunction_NoArgs( CourseSongIndex, GAMESTATE->GetCourseSongIndex() )
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LuaFunction_NoArgs( CurStyleName, CString( GAMESTATE->m_pCurStyle == NULL ? "none": GAMESTATE->GetCurrentStyle()->m_szName ) )
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LuaFunction_NoArgs( CurStyleName, RString( GAMESTATE->m_pCurStyle == NULL ? "none": GAMESTATE->GetCurrentStyle()->m_szName ) )
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LuaFunction_NoArgs( GetNumPlayersEnabled, GAMESTATE->GetNumPlayersEnabled() )
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LuaFunction_NoArgs( GetEasiestNotesDifficulty, GAMESTATE->GetEasiestStepsDifficulty() )
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CString GetStageText()
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RString GetStageText()
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{
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// all lowercase or compatibility with scripts
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CString s = StageToString( GAMESTATE->GetCurrentStage() );
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RString s = StageToString( GAMESTATE->GetCurrentStage() );
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s.MakeLower();
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return s;
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}
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