Enums for TapNoteType, TapNoteSubType, and TapNoteSource
I intend to make additional useful information available on judgments, such as TapNoteType and TapNoteSubType( for hold judgments ). I am submitting this part as a separate pull request because it is more generally applicable to anything TapNote related.
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+20
-20
@@ -519,24 +519,24 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, float fBeat, bool b
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float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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vector<Sprite*> vpSprTop;
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Sprite *pSpriteTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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Sprite *pSpriteTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNoteSubType_Roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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vpSprTop.push_back( pSpriteTop );
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vector<Sprite*> vpSprBody;
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Sprite *pSpriteBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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Sprite *pSpriteBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNoteSubType_Roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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vpSprBody.push_back( pSpriteBody );
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vector<Sprite*> vpSprBottom;
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Sprite *pSpriteBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNote::hold_head_roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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Sprite *pSpriteBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNoteSubType_Roll, bIsBeingHeld && !cache->m_bHoldActiveIsAddLayer );
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vpSprBottom.push_back( pSpriteBottom );
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if( bIsBeingHeld && cache->m_bHoldActiveIsAddLayer )
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{
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Sprite *pSprTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNote::hold_head_roll, true );
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Sprite *pSprTop = GetHoldSprite( m_HoldTopCap, NotePart_HoldTopCap, fBeat, tn.subType == TapNoteSubType_Roll, true );
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vpSprTop.push_back( pSprTop );
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Sprite *pSprBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNote::hold_head_roll, true );
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Sprite *pSprBody = GetHoldSprite( m_HoldBody, NotePart_HoldBody, fBeat, tn.subType == TapNoteSubType_Roll, true );
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vpSprBody.push_back( pSprBody );
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Sprite *pSprBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNote::hold_head_roll, true );
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Sprite *pSprBottom = GetHoldSprite( m_HoldBottomCap, NotePart_HoldBottomCap, fBeat, tn.subType == TapNoteSubType_Roll, true );
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vpSprBottom.push_back( pSprBottom );
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}
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@@ -659,12 +659,12 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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/*
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if( !cache->m_bHoldHeadIsAboveWavyParts )
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{
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Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNoteSubType_Roll, bIsBeingHeld );
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DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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if( !cache->m_bHoldTailIsAboveWavyParts )
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{
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Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNoteSubType_Roll, bIsBeingHeld );
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DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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*/
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@@ -677,19 +677,19 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
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// of the head and tail. Perhaps make this a theme/noteskin metric? -aj
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if( cache->m_bHoldTailIsAboveWavyParts )
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{
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Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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Actor *pActor = GetHoldActor( m_HoldTail, NotePart_HoldTail, NoteRowToBeat(iRow), tn.subType == TapNoteSubType_Roll, bIsBeingHeld );
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DrawActor( tn, pActor, NotePart_HoldTail, iCol, bFlipHeadAndTail ? fStartYOffset : fEndYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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if( cache->m_bHoldHeadIsAboveWavyParts )
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{
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Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
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Actor *pActor = GetHoldActor( m_HoldHead, NotePart_HoldHead, NoteRowToBeat(iRow), tn.subType == TapNoteSubType_Roll, bIsBeingHeld );
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DrawActor( tn, pActor, NotePart_HoldHead, iCol, bFlipHeadAndTail ? fEndYOffset : fStartYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, fColorScale, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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}
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}
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void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, int iCol, float fYOffset, float fBeat, bool bIsAddition, float fPercentFadeToFail, float fReverseOffsetPixels, float fColorScale, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
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{
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if (tn.type == TapNote::autoKeysound && !GAMESTATE->m_bInStepEditor) return;
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if (tn.type == TapNoteType_AutoKeysound && !GAMESTATE->m_bInStepEditor) return;
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if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
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return;
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const float fY = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
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@@ -702,8 +702,8 @@ void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, in
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float fRotationX = 0, fRotationZ = 0;
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const float fRotationY = ArrowEffects::GetRotationY( m_pPlayerState, fYOffset );
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bool bIsHoldHead = tn.type == tn.hold_head;
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bool bIsHoldCap = bIsHoldHead || tn.type == tn.hold_tail;
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bool bIsHoldHead = tn.type == TapNoteType_HoldHead;
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bool bIsHoldCap = bIsHoldHead || tn.type == TapNoteType_HoldTail;
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fRotationZ = ArrowEffects::GetRotationZ( m_pPlayerState, fBeat, bIsHoldHead );
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if( !bIsHoldCap )
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@@ -711,7 +711,7 @@ void NoteDisplay::DrawActor( const TapNote& tn, Actor* pActor, NotePart part, in
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fRotationX = ArrowEffects::GetRotationX( m_pPlayerState, fYOffset );
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}
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if( tn.type != tn.hold_head )
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if( tn.type != TapNoteType_HoldHead )
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fColorScale *= ArrowEffects::GetBrightness( m_pPlayerState, fBeat );
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pActor->SetRotationX( fRotationX );
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@@ -752,23 +752,23 @@ void NoteDisplay::DrawTap(const TapNote& tn, int iCol, float fBeat,
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Actor* pActor = NULL;
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NotePart part = NotePart_Tap;
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/*
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if( tn.source == TapNote::addition )
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if( tn.source == TapNoteSource_Addition )
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{
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pActor = GetTapActor( m_TapAddition, NotePart_Addition, fBeat );
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part = NotePart_Addition;
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}
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*/
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if( tn.type == TapNote::lift )
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if( tn.type == TapNoteType_Lift )
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{
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pActor = GetTapActor( m_TapLift, NotePart_Lift, fBeat );
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part = NotePart_Lift;
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}
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else if( tn.type == TapNote::mine )
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else if( tn.type == TapNoteType_Mine )
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{
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pActor = GetTapActor( m_TapMine, NotePart_Mine, fBeat );
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part = NotePart_Mine;
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}
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else if( tn.type == TapNote::fake )
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else if( tn.type == TapNoteType_Fake )
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{
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pActor = GetTapActor( m_TapFake, NotePart_Fake, fBeat );
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part = NotePart_Fake;
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@@ -812,7 +812,7 @@ void NoteDisplay::DrawTap(const TapNote& tn, int iCol, float fBeat,
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pActor = GetTapActor( m_TapNote, NotePart_Tap, fBeat );
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}
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if( tn.type == TapNote::attack )
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if( tn.type == TapNoteType_Attack )
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{
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Message msg( "SetAttack" );
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msg.SetParam( "Modifiers", tn.sAttackModifiers );
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@@ -823,7 +823,7 @@ void NoteDisplay::DrawTap(const TapNote& tn, int iCol, float fBeat,
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// this is the line that forces the (1,1,1,x) part of the noteskin diffuse -aj
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DrawActor( tn, pActor, part, iCol, fYOffset, fBeat, bIsAddition, fPercentFadeToFail, fReverseOffsetPixels, 1.0f, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
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if( tn.type == TapNote::attack )
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if( tn.type == TapNoteType_Attack )
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pActor->PlayCommand( "UnsetAttack" );
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}
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