Merge with default
This commit is contained in:
+5
-3
@@ -522,6 +522,7 @@
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<Function name='SetFromCourse'/>
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<Function name='SetFromGameState'/>
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<Function name='SetFromSong'/>
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<Function name='SetFromSteps'/>
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</Class>
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<Class base='Sprite' name='Banner'>
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<Function name='GetPercentScrolling'/>
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@@ -627,6 +628,7 @@
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<Class name='CryptManager'>
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<Function name='MD5File'/>
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<Function name='MD5String'/>
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<Function name='SHA1File'/>
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<Function name='SHA1String'/>
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</Class>
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<Class base='Sprite' name='DifficultyIcon'>
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@@ -1427,8 +1429,8 @@
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<Function name='HasBPMChanges'/>
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<Function name='HasFakes'/>
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<Function name='HasNegativeBPMs'/>
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<Function name='HasSpeedChanges'/>
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<Function name='HasScrollChanges'/>
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<Function name='HasSpeedChanges'/>
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<Function name='HasStops'/>
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<Function name='HasWarps'/>
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</Class>
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@@ -2103,6 +2105,6 @@
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<Constant name='sGame' value=''dance''/>
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<Constant name='top' value=''VertAlign_Top''/>
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</Constants>
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<Version>sm-ssc v1.2.5</Version>
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<Date>2011-05-19</Date>
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<Version>StepMania 5 v5.0 Preview 1</Version>
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<Date>2011-06-02</Date>
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</Lua>
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@@ -1578,6 +1578,9 @@
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The second argument is optional. Apply the GameCommand represented by <code>sCommand</code>
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for <code>pn</code>, if given. See <Link class='GameCommand' />.
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</Function>
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<Function name='ClearStageModifiersIllegalForCourse' return='void' arguments=''>
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Removes any stage modifiers that are illegal for course play.
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</Function>
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<Function name='EnoughCreditsToJoin' return='bool' arguments=''>
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Returns <code>true</code> if enough credits have been inserted to join.
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</Function>
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@@ -1681,12 +1684,18 @@
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<Function name='GetHumanPlayers' return='{PlayerNumber}' arguments=''>
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Returns an array of <Link class='PlayerNumber' />s corresponding to Human players.
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</Function>
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<Function name='GetLoadingCourseSongIndex' return='int' arguments=''>
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Returns the index of the next song in the course.
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</Function>
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<Function name='GetMasterPlayerNumber' return='PlayerNumber' arguments=''>
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Returns the master player number.
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</Function>
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<Function name='GetMultiplayer' return='bool' arguments=''>
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Returns <code>true</code> if the game is Multiplayer.
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</Function>
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<Function name='GetMultiPlayerState' return='PlayerState' arguments='MultiPlayer mp'>
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Returns the PlayerState for the specified MultiPlayer.
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</Function>
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<Function name='GetNumMultiplayerNoteFields' return='int' arguments=''>
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Returns the number of active multiplayer NoteFields.
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</Function>
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@@ -1723,21 +1732,27 @@
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<Function name='GetPremium' return='Premium' arguments=''>
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Returns the current Premium.
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</Function>
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<Function name='GetSongBeat' return='float' arguments=''>
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<!-- XXX: Not exactly sure on this. -->
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Returns the current beat of the song.
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<Function name='GetSmallestNumStagesLeftForAnyHumanPlayer' return='int' arguments=''>
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<!-- Returns the smallest number of stages left for any human player. -->
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Kind of does what it says on the tin.
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</Function>
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<Function name='GetSongBeat' theme='_fallback' return='float' arguments=''>
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[01 compat.lua] Returns the current beat of the song.
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</Function>
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<Function name='GetSongBeatNoOffset' theme='_fallback' return='float' arguments=''>
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[01 compat.lua] Returns the current beat of the song without an offset.
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</Function>
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<Function name='GetSongBeatVisible' return='float' arguments=''>
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Returns the current visible beat of the song.
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</Function>
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<Function name='GetSongBPS' return='float' arguments=''>
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Returns the song's current beats per second.
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<Function name='GetSongBPS' theme='_fallback' return='float' arguments=''>
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[01 compat.lua] Returns the song's current beats per second.
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</Function>
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<Function name='GetSongDelay' sm-ssc='true' return='bool' arguments=''>
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Returns <code>true</code> if a delay is active in the song.
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<Function name='GetSongDelay' theme='_fallback' return='bool' arguments=''>
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[01 compat.lua] Returns <code>true</code> if a delay is active in the song.
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</Function>
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<Function name='GetSongFreeze' return='bool' arguments=''>
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Returns <code>true</code> if the song is currently in a freeze.
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<Function name='GetSongFreeze' theme='_fallback' return='bool' arguments=''>
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[01 compat.lua] Returns <code>true</code> if the song is currently in a freeze.
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</Function>
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<Function name='GetSongOptions' return='string' arguments='ModsLevel ml'>
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Returns the song options for the specified ModsLevel as a string.
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@@ -1749,7 +1764,7 @@
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Returns how much of the song is through at beat <code>fBeat</code>.
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</Function>
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<Function name='GetSongPosition' sm-ssc='true' return='SongPosition' arguments=''>
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<!-- todo -->
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Returns the current SongPosition.
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</Function>
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<Function name='GetSortOrder' return='SortOrder' arguments=''>
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Returns the current SortOrder.
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+35
-67
@@ -84,20 +84,6 @@ void SMLoader::GetApplicableFiles( const RString &sPath, vector<RString> &out )
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GetDirListing( sPath + RString("*.sm"), out );
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}
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bool SMLoader::LoadTimingFromFile( const RString &fn, TimingData &out )
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{
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MsdFile msd;
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if( !msd.ReadFile( fn, true ) ) // unescape
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{
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LOG->UserLog( "Song file", fn, "couldn't be loaded: %s", msd.GetError().c_str() );
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return false;
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}
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out.m_sFile = fn;
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LoadTimingFromSMFile( msd, out );
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return true;
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}
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void SMLoader::ProcessBGChanges( Song &out, const RString &sValueName, const RString &sPath, const RString &sParam )
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{
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BackgroundLayer iLayer = BACKGROUND_LAYER_1;
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@@ -423,53 +409,6 @@ void SMLoader::ProcessTickcounts( TimingData &out, const RString sParam )
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}
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}
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void SMLoader::LoadTimingFromSMFile( const MsdFile &msd, TimingData &out )
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{
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out.m_fBeat0OffsetInSeconds = 0;
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out.m_BPMSegments.clear();
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out.m_StopSegments.clear();
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out.m_WarpSegments.clear();
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out.m_vTimeSignatureSegments.clear();
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for( unsigned i=0; i<msd.GetNumValues(); i++ )
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{
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const MsdFile::value_t &sParams = msd.GetValue(i);
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RString sValueName = sParams[0];
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sValueName.MakeUpper();
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if( sValueName=="OFFSET" )
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{
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out.m_fBeat0OffsetInSeconds = StringToFloat( sParams[1] );
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}
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else if( sValueName=="BPMS" )
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{
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ProcessBPMs(out, sParams[1]);
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}
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else if( sValueName=="STOPS" || sValueName=="FREEZES" )
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{
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ProcessStops(out, sParams[1]);
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}
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else if( sValueName=="DELAYS" )
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{
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ProcessDelays(out, sParams[1]);
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}
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else if( sValueName=="TIMESIGNATURES" )
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{
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ProcessTimeSignatures(out, sParams[1]);
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}
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else if( sValueName=="TICKCOUNTS" )
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{
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ProcessTickcounts(out, sParams[1]);
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}
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// Ensure all of the warps are handled right.
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sort(out.m_WarpSegments.begin(), out.m_WarpSegments.end());
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}
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}
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bool SMLoader::LoadFromBGChangesString( BackgroundChange &change, const RString &sBGChangeExpression )
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{
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vector<RString> aBGChangeValues;
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@@ -568,7 +507,6 @@ bool SMLoader::LoadFromSMFile( const RString &sPath, Song &out, bool bFromCache
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}
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out.m_SongTiming.m_sFile = sPath;
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LoadTimingFromSMFile( msd, out.m_SongTiming );
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for( unsigned i=0; i<msd.GetNumValues(); i++ )
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{
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@@ -620,6 +558,36 @@ bool SMLoader::LoadFromSMFile( const RString &sPath, Song &out, bool bFromCache
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else if( sValueName=="MUSIC" )
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out.m_sMusicFile = sParams[1];
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else if( sValueName=="OFFSET" )
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{
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out.m_fBeat0OffsetInSeconds = StringToFloat( sParams[1] );
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}
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else if( sValueName=="BPMS" )
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{
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ProcessBPMs(out.m_SongTiming, sParams[1]);
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}
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else if( sValueName=="STOPS" || sValueName=="FREEZES" )
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{
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ProcessStops(out.m_SongTiming, sParams[1]);
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}
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else if( sValueName=="DELAYS" )
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{
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ProcessDelays(out.m_SongTiming, sParams[1]);
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}
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else if( sValueName=="TIMESIGNATURES" )
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{
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ProcessTimeSignatures(out.m_SongTiming, sParams[1]);
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}
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else if( sValueName=="TICKCOUNTS" )
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{
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ProcessTickcounts(out.m_SongTiming, sParams[1]);
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}
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else if( sValueName=="INSTRUMENTTRACK" )
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{
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ProcessInstrumentTracks( out, sParams[1] );
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@@ -762,15 +730,15 @@ bool SMLoader::LoadFromSMFile( const RString &sPath, Song &out, bool bFromCache
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out.AddSteps( pNewNotes );
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}
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/*
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* We used to check for timing data in this section. That has
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* since been moved to a dedicated function.
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*/
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else if( sValueName=="OFFSET" || sValueName=="BPMS" || sValueName=="STOPS" || sValueName=="FREEZES" || sValueName=="DELAYS" || sValueName=="TIMESIGNATURES" || sValueName=="LEADTRACK" || sValueName=="TICKCOUNTS" )
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// XXX: Does anyone know what LEADTRACK is for? -Wolfman2000
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else if( sValueName=="LEADTRACK" )
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;
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else
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LOG->UserLog( "Song file", sPath, "has an unexpected value named \"%s\".", sValueName.c_str() );
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}
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// Ensure all warps from negative time changes are in order.
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sort(out.m_SongTiming.m_WarpSegments.begin(), out.m_SongTiming.m_WarpSegments.end());
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TidyUpData( out, bFromCache );
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return true;
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}
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@@ -26,8 +26,6 @@ namespace SMLoader
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bool LoadFromSMFile( const RString &sPath, Song &out, bool bFromCache = false );
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void GetApplicableFiles( const RString &sPath, vector<RString> &out );
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bool LoadTimingFromFile( const RString &fn, TimingData &out );
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void LoadTimingFromSMFile( const MsdFile &msd, TimingData &out );
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bool LoadEditFromFile( RString sEditFilePath, ProfileSlot slot, bool bAddStepsToSong );
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bool LoadEditFromBuffer( const RString &sBuffer, const RString &sEditFilePath, ProfileSlot slot );
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bool LoadEditFromMsd( const MsdFile &msd, const RString &sEditFilePath, ProfileSlot slot, bool bAddStepsToSong );
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