[warps] More consistent naming.
Now to make changes...
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+11
-6
@@ -897,7 +897,7 @@ void GameState::ResetMusicStatistics()
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m_bFreeze = false;
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m_bDelay = false;
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m_iWarpBeginRow = -1; // Set to -1 because some song may want to warp to row 0. -aj
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m_fWarpLength = -1; // Set when a warp is encountered. also see above. -aj
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m_fWarpDestination = -1; // Set when a warp is encountered. also see above. -aj
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m_fMusicSecondsVisible = 0;
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m_fSongBeatVisible = 0;
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Actor::SetBGMTime( 0, 0, 0, 0 );
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@@ -943,7 +943,7 @@ void GameState::ResetStageStatistics()
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}
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static Preference<float> g_fVisualDelaySeconds( "VisualDelaySeconds", 0.0f );
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// todo: modify for warps -aj
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void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp )
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{
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if( !timestamp.IsZero() )
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@@ -957,16 +957,21 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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LOG->Trace( ssprintf("[GameState::UpdateSongPosition] cur BPS = %f, fPositionSeconds = %f",m_fCurBPS,fPositionSeconds) );
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*/
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timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay, m_iWarpBeginRow, m_fWarpLength );
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timing.GetBeatAndBPSFromElapsedTime( fPositionSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze, m_bDelay, m_iWarpBeginRow, m_fWarpDestination );
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// "Crash reason : -243478.890625 -48695.773438"
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ASSERT_M( m_fSongBeat > -2000, ssprintf("Song beat %f at %f seconds", m_fSongBeat, fPositionSeconds) );
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//if( m_iWarpBeginRow != -1 || m_iWarpEndRow == -1 )
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if( m_iWarpBeginRow != -1 && m_fWarpLength > 0.0f )
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if( m_iWarpBeginRow != -1 && m_fWarpDestination > 0.0f )
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{
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float fWarpLength = m_fWarpDestination-NoteRowToBeat(m_iWarpBeginRow);
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// There is a warp in this section.
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LOG->Trace("warp at %i lasts for %f, jumps to %i",m_iWarpBeginRow,m_fWarpLength,m_iWarpBeginRow+BeatToNoteRow(m_fWarpLength));
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//fPositionSeconds += (m_fWarpLength * m_fCurBPS);
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LOG->Trace("warp at row %i lasts for %f beats, jumps to row %i",
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m_iWarpBeginRow,
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fWarpLength,
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BeatToNoteRow(m_fWarpDestination));
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fPositionSeconds += (fWarpLength * m_fCurBPS);
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}
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m_fMusicSeconds = fPositionSeconds;
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+3
-2
@@ -208,9 +208,10 @@ public:
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bool m_bFreeze;
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/** @brief A flag to determine if we're in the middle of a delay (Pump style stop). */
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bool m_bDelay;
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// used for warping:
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/** @brief The row used to start a warp. */
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int m_iWarpBeginRow;
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float m_fWarpLength;
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/** @brief The beat to warp to afterwards. */
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float m_fWarpDestination;
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RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
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BroadcastOnChange<bool> m_bGameplayLeadIn;
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+6
-6
@@ -2551,8 +2551,8 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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if( !NeedsTapJudging(tn) )
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continue;
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// warp hackery
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if( iter.Row() >= GAMESTATE->m_iWarpBeginRow && iter.Row() <= (GAMESTATE->m_iWarpBeginRow + BeatToNoteRow(GAMESTATE->m_fWarpLength)) )
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// Ignore all notes that are skipped via WARPS.
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if( iter.Row() >= GAMESTATE->m_iWarpBeginRow && iter.Row() < BeatToNoteRow(GAMESTATE->m_fWarpDestination) )
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continue;
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if( tn.type == TapNote::mine )
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@@ -2570,7 +2570,7 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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{
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// warp hackery: don't score notes within the warp region.
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// (Only useful when QuirksMode is enabled.) -aj
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if( iter.Row() >= GAMESTATE->m_iWarpBeginRow && iter.Row() <= (GAMESTATE->m_iWarpBeginRow + BeatToNoteRow(GAMESTATE->m_fWarpLength)) )
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if( iter.Row() >= GAMESTATE->m_iWarpBeginRow && iter.Row() < BeatToNoteRow(GAMESTATE->m_fWarpDestination) )
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continue;
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tn.result.tns = TNS_Miss;
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@@ -2593,7 +2593,7 @@ void Player::UpdateJudgedRows()
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// if row is within a warp section, ignore it. -aj
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if( iRow >= GAMESTATE->m_iWarpBeginRow &&
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iRow <= (GAMESTATE->m_iWarpBeginRow + BeatToNoteRow(GAMESTATE->m_fWarpLength)) )
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iRow < BeatToNoteRow(GAMESTATE->m_fWarpDestination) )
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continue;
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if( iLastSeenRow != iRow )
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@@ -2929,7 +2929,7 @@ void Player::HandleTapRowScore( unsigned row )
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// more warp hackery. -aj
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if( row >= (unsigned)GAMESTATE->m_iWarpBeginRow &&
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row <= (unsigned)(GAMESTATE->m_iWarpBeginRow + BeatToNoteRow(GAMESTATE->m_fWarpLength)) )
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row < (unsigned)(BeatToNoteRow(GAMESTATE->m_fWarpDestination)) )
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return;
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if( GAMESTATE->m_bDemonstrationOrJukebox )
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@@ -3034,7 +3034,7 @@ void Player::HandleHoldCheckpoint( int iRow, int iNumHoldsHeldThisRow, int iNumH
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// more warp hackery. -aj
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if( iRow >= GAMESTATE->m_iWarpBeginRow &&
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iRow <= (GAMESTATE->m_iWarpBeginRow + BeatToNoteRow(GAMESTATE->m_fWarpLength)) )
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iRow < BeatToNoteRow(GAMESTATE->m_fWarpDestination) )
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return;
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// don't accumulate combo if AutoPlay is on.
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