cleanup
handle lights via autogen as originally suggested
This commit is contained in:
@@ -150,20 +150,8 @@ void LightsManager::Update( float fDeltaTime )
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break;
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case LIGHTSMODE_DEMONSTRATION:
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case LIGHTSMODE_GAMEPLAY:
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{
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if (PREFSMAN->m_bLightsOrOutput)
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{
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bool bOn=false;
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FOREACH_CabinetLight( cl )
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bOn = (m_fSecsLeftInCabinetLightBlink[cl] > 0) || bOn;
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FOREACH_CabinetLight( cl )
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m_LightsState.m_bCabinetLights[cl] = bOn;
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}
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else
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FOREACH_CabinetLight( cl )
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m_LightsState.m_bCabinetLights[cl] = m_fSecsLeftInCabinetLightBlink[cl] > 0 ;
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}
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FOREACH_CabinetLight( cl )
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m_LightsState.m_bCabinetLights[cl] = m_fSecsLeftInCabinetLightBlink[cl] > 0;
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break;
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case LIGHTSMODE_STAGE:
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case LIGHTSMODE_ALL_CLEARED:
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@@ -263,6 +263,41 @@ void NoteDataUtil::GetSMNoteDataString( const NoteData &in_, CString ¬es_out,
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}
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}
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void NoteDataUtil::LoadTransformedLights( const NoteData &in, NoteData &out, int iNewNumTracks )
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{
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// reset all notes
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out.Init();
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NoteData Original;
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Original.To4s( in );
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out.Config(in);
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out.SetNumTracks( iNewNumTracks );
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for( int r=0; r < Original.GetMaxRow(); ++r )
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{
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if( Original.IsRowEmpty( r ) )
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continue;
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/* Enable every track in the output. If there are any hold notes in the source
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* on this row, output hold notes; otherwise tap notes. This is to 1: prevent
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* converting everything to hold notes, and 2: so if it's written to an SM, we
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* don't write huge streams of tap notes. */
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bool bHoldNoteOnThisRow = false;
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for( int t=0; t<Original.GetNumTracks(); t++ )
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if( Original.GetTapNote( t, r ) == TAP_HOLD )
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bHoldNoteOnThisRow = true;
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for( int t=0; t<out.GetNumTracks(); t++ )
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{
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TapNote tn = bHoldNoteOnThisRow? TAP_HOLD:TAP_TAP;
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out.SetTapNote( t, r, tn );
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}
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}
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out.Convert4sToHoldNotes();
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}
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float NoteDataUtil::GetRadarValue( const NoteData &in, RadarCategory rv, float fSongSeconds )
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{
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switch( rv )
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@@ -29,6 +29,7 @@ namespace NoteDataUtil
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NoteType GetSmallestNoteTypeForMeasure( const NoteData &n, int iMeasureIndex );
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void LoadFromSMNoteDataString( NoteData &out, CString sSMNoteData, CString sSMAttackData );
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void GetSMNoteDataString( const NoteData &in, CString ¬es_out, CString &attacks_out );
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void LoadTransformedLights( const NoteData &in, NoteData &out, int iNewNumTracks );
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float GetStreamRadarValue( const NoteData &in, float fSongSeconds );
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float GetVoltageRadarValue( const NoteData &in, float fSongSeconds );
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@@ -28,8 +28,6 @@ PrefsManager* PREFSMAN = NULL; // global and accessable from anywhere in our pro
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const float DEFAULT_SOUND_VOLUME = 1.00f;
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const CString DEFAULT_LIGHTS_DRIVER = "Null";
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const CString DEFAULT_LIGHTS_STEPS_TYPE = "lights-cabinet";
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const CString DEFAULT_LIGHTS_STEPS_DIFFICULTY = "standard";
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bool g_bAutoRestart = false;
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@@ -266,10 +264,7 @@ void PrefsManager::Init()
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#endif
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m_sLightsDriver = DEFAULT_LIGHTS_DRIVER;
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m_sLightsStepsType = DEFAULT_LIGHTS_STEPS_TYPE;
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m_sLightsStepsDifficulty = DEFAULT_LIGHTS_STEPS_DIFFICULTY;
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m_bLightsOrOutput = false;
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m_sLightsStepsDifficulty = "medium";
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m_bBlinkGameplayButtonLightsOnNote = false;
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m_bAllowUnacceleratedRenderer = false;
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m_bThreadedInput = true;
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@@ -448,9 +443,6 @@ void PrefsManager::ReadPrefsFromFile( CString sIni )
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ini.GetValue( "Options", "MarvelousTiming", (int&)m_iMarvelousTiming );
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ini.GetValue( "Options", "SoundVolume", m_fSoundVolume );
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ini.GetValue( "Options", "LightsDriver", m_sLightsDriver );
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ini.GetValue( "Options", "LightsStepsType", m_sLightsStepsType );
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ini.GetValue( "Options", "LightsStepsDifficulty", m_sLightsStepsDifficulty );
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ini.GetValue( "Options", "LightsOrOutput", m_bLightsOrOutput);
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ini.GetValue( "Options", "SoundResampleQuality", m_iSoundResampleQuality );
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ini.GetValue( "Options", "CoinMode", m_iCoinMode );
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ini.GetValue( "Options", "CoinsPerCredit", m_iCoinsPerCredit );
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@@ -462,6 +454,7 @@ void PrefsManager::ReadPrefsFromFile( CString sIni )
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ini.GetValue( "Options", "LongVerSeconds", m_fLongVerSongSeconds );
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ini.GetValue( "Options", "MarathonVerSeconds", m_fMarathonVerSongSeconds );
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ini.GetValue( "Options", "ShowSongOptions", (int&)m_ShowSongOptions );
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ini.GetValue( "Options", "LightsStepsDifficulty", m_sLightsStepsDifficulty );
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ini.GetValue( "Options", "BlinkGameplayButtonLightsOnNote", m_bBlinkGameplayButtonLightsOnNote );
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ini.GetValue( "Options", "AllowUnacceleratedRenderer", m_bAllowUnacceleratedRenderer );
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ini.GetValue( "Options", "ThreadedInput", m_bThreadedInput );
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@@ -688,6 +681,7 @@ void PrefsManager::SaveGlobalPrefsToDisk() const
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ini.SetValue( "Options", "LongVerSeconds", m_fLongVerSongSeconds );
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ini.SetValue( "Options", "MarathonVerSeconds", m_fMarathonVerSongSeconds );
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ini.SetValue( "Options", "ShowSongOptions", m_ShowSongOptions );
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ini.SetValue( "Options", "LightsStepsDifficulty", m_sLightsStepsDifficulty );
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ini.SetValue( "Options", "BlinkGameplayButtonLightsOnNote", m_bBlinkGameplayButtonLightsOnNote );
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ini.SetValue( "Options", "AllowUnacceleratedRenderer", m_bAllowUnacceleratedRenderer );
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ini.SetValue( "Options", "ThreadedInput", m_bThreadedInput );
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@@ -771,14 +765,8 @@ void PrefsManager::SaveGlobalPrefsToDisk() const
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ini.SetValue ( "Options", "SoundDrivers", m_sSoundDrivers );
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if(m_fSoundVolume != DEFAULT_SOUND_VOLUME)
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ini.SetValue( "Options", "SoundVolume", m_fSoundVolume );
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if(m_bLightsOrOutput != false)
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ini.SetValue( "Options", "LightsOrOutput", m_bLightsOrOutput );
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if(m_sLightsDriver != DEFAULT_LIGHTS_DRIVER)
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ini.SetValue( "Options", "LightsDriver", m_sLightsDriver );
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if(m_sLightsStepsType != DEFAULT_LIGHTS_STEPS_TYPE)
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ini.SetValue( "Options", "LightsStepsType", m_sLightsStepsType );
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if(m_sLightsStepsDifficulty != DEFAULT_LIGHTS_STEPS_DIFFICULTY)
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ini.SetValue( "Options", "LightsStepsDifficulty", m_sLightsStepsDifficulty );
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if(m_sMovieDrivers != DEFAULT_MOVIE_DRIVER_LIST)
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ini.SetValue ( "Options", "MovieDrivers", m_sMovieDrivers );
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@@ -243,9 +243,7 @@ public:
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int m_iSoundResampleQuality;
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CString m_sMovieDrivers;
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CString m_sLightsDriver;
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CString m_sLightsStepsType;
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CString m_sLightsStepsDifficulty;
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bool m_bLightsOrOutput;
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bool m_bBlinkGameplayButtonLightsOnNote;
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bool m_bAllowUnacceleratedRenderer;
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bool m_bThreadedInput;
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@@ -1040,28 +1040,13 @@ void ScreenGameplay::LoadNextSong()
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// Load cabinet lights data
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//
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{
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int i;
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m_CabinetLightsNoteData.Init();
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ASSERT( GAMESTATE->m_pCurSong );
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vector<Steps*> vSteps;
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StepsType lightsSteps = STEPS_TYPE_LIGHTS_CABINET;
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lightsSteps = GAMEMAN->StringToNotesType(PREFSMAN->m_sLightsStepsType);
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GAMESTATE->m_pCurSong->GetSteps( vSteps, lightsSteps );
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Steps *pSteps = GAMESTATE->m_pCurSong->GetClosestNotes( STEPS_TYPE_LIGHTS_CABINET, StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty) );
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if( pSteps != NULL )
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pSteps->GetNoteData( &m_CabinetLightsNoteData );
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if( !vSteps.empty() )
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vSteps[0]->GetNoteData( &m_CabinetLightsNoteData );
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for (i=0;i<vSteps.size();i++)
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{
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Difficulty DC = StringToDifficulty(PREFSMAN->m_sLightsStepsDifficulty);
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Difficulty DC2 = vSteps[i]->GetDifficulty();
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if (DC == DC2)
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vSteps[i]->GetNoteData( &m_CabinetLightsNoteData );
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}
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// Convert to 4s so that we can check if we're inside a hold with just
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// GetTapNote().
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m_CabinetLightsNoteData.ConvertHoldNotesTo4s();
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@@ -873,7 +873,8 @@ void Song::ReCalculateRadarValuesAndLastBeat()
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void Song::GetSteps( vector<Steps*>& arrayAddTo, StepsType nt, Difficulty dc, int iMeterLow, int iMeterHigh, const CString &sDescription, bool bIncludeAutoGen, int Max ) const
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{
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if( !PREFSMAN->m_bAutogenSteps )
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/* Ignore m_bAutogenSteps for STEPS_TYPE_LIGHTS_CABINET. */
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if( nt != STEPS_TYPE_LIGHTS_CABINET && !PREFSMAN->m_bAutogenSteps )
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bIncludeAutoGen = false;
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for( unsigned i=0; i<m_apNotes.size(); i++ ) // for each of the Song's Steps
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@@ -189,9 +189,14 @@ void Steps::Decompress() const
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int iNewTracks = GameManager::NotesTypeToNumTracks(m_StepsType);
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notes->LoadTransformedSlidingWindow( &pdata, iNewTracks );
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if( this->m_StepsType == STEPS_TYPE_LIGHTS_CABINET )
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{
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NoteDataUtil::LoadTransformedLights( pdata, *notes, iNewTracks );
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} else {
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notes->LoadTransformedSlidingWindow( &pdata, iNewTracks );
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NoteDataUtil::FixImpossibleRows( *notes, m_StepsType );
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NoteDataUtil::FixImpossibleRows( *notes, m_StepsType );
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}
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}
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else if(!notes_comp)
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{
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