Use bitset instead of map and adjust files accordingly.
This commit is contained in:
@@ -1248,6 +1248,7 @@
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<Function name='DigitalZSteps'/>
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<Function name='DigitalZSteps'/>
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<Function name='Dizzy'/>
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<Function name='Dizzy'/>
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<Function name='DizzyHolds'/>
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<Function name='DizzyHolds'/>
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<Function name='DisableTimingWindow'/>
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<Function name='Distant'/>
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<Function name='Distant'/>
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<Function name='DrainSetting'/>
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<Function name='DrainSetting'/>
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<Function name='DrawSize'/>
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<Function name='DrawSize'/>
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@@ -1267,6 +1268,7 @@
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<Function name='Flip'/>
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<Function name='Flip'/>
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<Function name='Floored'/>
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<Function name='Floored'/>
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<Function name='FromString'/>
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<Function name='FromString'/>
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<Function name='GetDisabledTimingWindows'/>
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<Function name='GetReversePercentForColumn'/>
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<Function name='GetReversePercentForColumn'/>
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<Function name='GetStepAttacks'/>
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<Function name='GetStepAttacks'/>
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<Function name='IsEasierForSongAndSteps'/>
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<Function name='IsEasierForSongAndSteps'/>
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@@ -1319,6 +1321,7 @@
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<Function name='RandAttack'/>
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<Function name='RandAttack'/>
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<Function name='RandomSpeed'/>
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<Function name='RandomSpeed'/>
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<Function name='RandomVanish'/>
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<Function name='RandomVanish'/>
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<Function name='ResetDisabledTimingWindows'/>
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<Function name='Reverse'/>
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<Function name='Reverse'/>
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<Function name='Reversen'/>
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<Function name='Reversen'/>
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<Function name='Right'/>
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<Function name='Right'/>
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@@ -1368,6 +1371,7 @@
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<Function name='Twirl'/>
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<Function name='Twirl'/>
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<Function name='Twister'/>
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<Function name='Twister'/>
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<Function name='UsingReverse'/>
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<Function name='UsingReverse'/>
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<Function name='VisualDelay'/>
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<Function name='Wave'/>
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<Function name='Wave'/>
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<Function name='WavePeriod'/>
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<Function name='WavePeriod'/>
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<Function name='Wide'/>
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<Function name='Wide'/>
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@@ -3915,6 +3915,11 @@ a,b = options:Boost(5)
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</Function>
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</Function>
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<Function name='Dizzy' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Dizzy' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='DizzyHolds' return='bool' arguments='bool value'> </Function>
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<Function name='DizzyHolds' return='bool' arguments='bool value'> </Function>
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<Function name='DisableTimingWindow' return='{TimingWindow}' arguments='TimingWindow tw'>
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Selectively disable specific timing windows for a player. <br />
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Valid values are <code>W1</code> to <code>W5</code> as defined in the <Link class='ENUM' function='TimingWindow' /> enum. <br />
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Returns a table of <code>TimingWindow</code> with the set of disabled windows after the function call.
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</Function>
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<Function name='Distant' return='float, float' arguments='float value, float approach_speed'>
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<Function name='Distant' return='float, float' arguments='float value, float approach_speed'>
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If the player is using Distant (zero skew and positive tilt), returns the value of tilt and its approach_speed.<br />
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If the player is using Distant (zero skew and positive tilt), returns the value of tilt and its approach_speed.<br />
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Returns nil otherwise.<br />
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Returns nil otherwise.<br />
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@@ -3960,6 +3965,9 @@ a,b = options:Boost(5)
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</Function>
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</Function>
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<Function name='Flip' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Flip' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Floored' return='bool' arguments='bool value'> </Function>
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<Function name='Floored' return='bool' arguments='bool value'> </Function>
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<Function name='GetDisabledTimingWindows' return='{TimingWindow}' arguments=''>
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Returns a table of the currently disabled <Link class='ENUM' function='TimingWindow' />s for the player.
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</Function>
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<Function name='GetStepAttacks' return='bool' arguments=''>
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<Function name='GetStepAttacks' return='bool' arguments=''>
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Returns true if step attacks or random attacks are enabled.
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Returns true if step attacks or random attacks are enabled.
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</Function>
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</Function>
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@@ -4065,6 +4073,9 @@ prev_note_name, succeeded = options:NoteSkin("cel")
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<Function name='RandAttack' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='RandAttack' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='RandomSpeed' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='RandomSpeed' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='RandomVanish' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='RandomVanish' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='ResetDisabledTimingWindows' return='' arguments=''>
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Re-enable all <Link class='ENUM' function='TimingWindow' />s that may have previously been disabled.
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</Function>
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<Function name='Reverse' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Reverse' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Reversen' return= 'float, float' arguments='float value, float approach_speed'>
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<Function name='Reversen' return= 'float, float' arguments='float value, float approach_speed'>
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Use 1-16 in place of 'n' to apply Reverse on a specific column.
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Use 1-16 in place of 'n' to apply Reverse on a specific column.
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@@ -4165,6 +4176,11 @@ prev_note_name, succeeded = options:NoteSkin("cel")
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<Function name='UsingReverse' return='bool' arguments=''>
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<Function name='UsingReverse' return='bool' arguments=''>
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Returns <code>true</code> if the player is using reverse. (equivalent to <code>GetReverse() == 1.0</code>)
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Returns <code>true</code> if the player is using reverse. (equivalent to <code>GetReverse() == 1.0</code>)
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</Function>
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</Function>
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<Function name='VisualDelay' return='' arguments='float'>
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The time in seconds to adjust a player's visual delay by.<br />
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Negative values will shift the arrows up, while positive values will push them down.<br />
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Sub-millisecond visual delay values are not saved and are instead rounded to the closest millisecond.
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</Function>
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<Function name='Wave' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Wave' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='WavePeriod' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='WavePeriod' return='float, float' arguments='float value, float approach_speed'> </Function>
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<Function name='Wide' return='bool' arguments='bool value'> </Function>
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<Function name='Wide' return='bool' arguments='bool value'> </Function>
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@@ -284,6 +284,7 @@ static const char *TimingWindowNames[] = {
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};
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};
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XToString( TimingWindow );
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XToString( TimingWindow );
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LuaXType( TimingWindow );
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LuaXType( TimingWindow );
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StringToX( TimingWindow );
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static const char *ScoreEventNames[] = {
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static const char *ScoreEventNames[] = {
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"CheckpointHit",
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"CheckpointHit",
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+16
-32
@@ -104,7 +104,7 @@ static const float StepSearchDistance = 1.0f;
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void TimingWindowSecondsInit( size_t /*TimingWindow*/ i, RString &sNameOut, float &defaultValueOut )
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void TimingWindowSecondsInit( size_t /*TimingWindow*/ i, RString &sNameOut, float &defaultValueOut )
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{
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{
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sNameOut = "TimingWindowSeconds" + TimingWindowToString( (TimingWindow)i );
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sNameOut = "TimingWindowSeconds" + TimingWindowToString( static_cast<TimingWindow>(i) );
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switch( i )
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switch( i )
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{
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{
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case TW_W1:
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case TW_W1:
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@@ -1003,15 +1003,15 @@ void Player::Update( float fDeltaTime )
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{
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{
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float largestWindow = 0.0f;
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float largestWindow = 0.0f;
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const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
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const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
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if (disabledWindows.find(TW_W1) == disabledWindows.end())
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if (!disabledWindows[TW_W1])
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W1));
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W1));
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if (disabledWindows.find(TW_W2) == disabledWindows.end())
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if (!disabledWindows[TW_W2])
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W2));
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W2));
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if (disabledWindows.find(TW_W3) == disabledWindows.end())
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if (!disabledWindows[TW_W3])
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W3));
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W3));
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if (disabledWindows.find(TW_W4) == disabledWindows.end())
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if (!disabledWindows[TW_W4])
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W4));
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W4));
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if (disabledWindows.find(TW_W5) == disabledWindows.end())
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if (!disabledWindows[TW_W5])
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W5));
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largestWindow = max(largestWindow, GetWindowSeconds(TW_W5));
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// We have to check the unjudged notes that are within the
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// We have to check the unjudged notes that are within the
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@@ -2272,15 +2272,15 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
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{
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{
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// Set it to the first non-disabled window.
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// Set it to the first non-disabled window.
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const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
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const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
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if (disabledWindows.find(TW_W1) == disabledWindows.end())
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if (!disabledWindows[TW_W1])
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score = TNS_W1;
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score = TNS_W1;
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else if (disabledWindows.find(TW_W2) == disabledWindows.end())
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else if (!disabledWindows[TW_W2])
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score = TNS_W2;
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score = TNS_W2;
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else if (disabledWindows.find(TW_W3) == disabledWindows.end())
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else if (!disabledWindows[TW_W3])
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score = TNS_W3;
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score = TNS_W3;
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else if (disabledWindows.find(TW_W4) == disabledWindows.end())
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else if (!disabledWindows[TW_W4])
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score = TNS_W4;
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score = TNS_W4;
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else if (disabledWindows.find(TW_W5) == disabledWindows.end())
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else if (!disabledWindows[TW_W5])
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score = TNS_W5;
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score = TNS_W5;
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break;
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break;
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@@ -2290,11 +2290,11 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
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if( (pTN->type == TapNoteType_Lift) == bRelease )
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if( (pTN->type == TapNoteType_Lift) == bRelease )
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{
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{
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const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
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const auto &disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
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if( fSecondsFromExact <= GetWindowSeconds(TW_W1) && disabledWindows.find(TW_W1) == disabledWindows.end()) score = TNS_W1;
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if( fSecondsFromExact <= GetWindowSeconds(TW_W1) && !disabledWindows[TW_W1] ) score = TNS_W1;
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else if( fSecondsFromExact <= GetWindowSeconds(TW_W2) && disabledWindows.find(TW_W2) == disabledWindows.end()) score = TNS_W2;
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else if( fSecondsFromExact <= GetWindowSeconds(TW_W2) && !disabledWindows[TW_W2] ) score = TNS_W2;
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else if( fSecondsFromExact <= GetWindowSeconds(TW_W3) && disabledWindows.find(TW_W3) == disabledWindows.end()) score = TNS_W3;
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else if( fSecondsFromExact <= GetWindowSeconds(TW_W3) && !disabledWindows[TW_W3] ) score = TNS_W3;
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else if( fSecondsFromExact <= GetWindowSeconds(TW_W4) && disabledWindows.find(TW_W4) == disabledWindows.end()) score = TNS_W4;
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else if( fSecondsFromExact <= GetWindowSeconds(TW_W4) && !disabledWindows[TW_W4] ) score = TNS_W4;
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else if( fSecondsFromExact <= GetWindowSeconds(TW_W5) && disabledWindows.find(TW_W5) == disabledWindows.end()) score = TNS_W5;
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else if( fSecondsFromExact <= GetWindowSeconds(TW_W5) && !disabledWindows[TW_W5] ) score = TNS_W5;
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}
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}
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break;
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break;
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}
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}
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@@ -2304,22 +2304,6 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
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case PC_AUTOPLAY:
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case PC_AUTOPLAY:
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{
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{
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score = PlayerAI::GetTapNoteScore(m_pPlayerState);
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score = PlayerAI::GetTapNoteScore(m_pPlayerState);
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const auto& disabledWindows = m_pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
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for (int i = score; i >= TNS_W5; i--)
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{
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TapNoteScore cur_score = (TapNoteScore)i;
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// Downgrade the TapNoteScore if that specific window is disabled.
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if (cur_score == TNS_W1 && disabledWindows.find(TW_W1) == disabledWindows.end())
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score = TNS_W2;
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else if (cur_score == TNS_W2 && disabledWindows.find(TW_W2) == disabledWindows.end())
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score = TNS_W3;
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else if (cur_score == TNS_W3 && disabledWindows.find(TW_W3) == disabledWindows.end())
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score = TNS_W4;
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else if (cur_score == TNS_W4 && disabledWindows.find(TW_W4) == disabledWindows.end())
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score = TNS_W5;
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else if (cur_score == TNS_W5 && disabledWindows.find(TW_W5) == disabledWindows.end())
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score = TNS_None;
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}
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/* XXX: This doesn't make sense.
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/* XXX: This doesn't make sense.
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* Step should only be called in autoplay for hit notes. */
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* Step should only be called in autoplay for hit notes. */
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+19
-1
@@ -141,7 +141,25 @@ TapNoteScore PlayerAI::GetTapNoteScore( const PlayerState* pPlayerState )
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TapScoreDistribution& distribution = g_Distributions[iCpuSkill];
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TapScoreDistribution& distribution = g_Distributions[iCpuSkill];
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return distribution.GetTapNoteScore();
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TapNoteScore score = distribution.GetTapNoteScore();
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const auto& disabledWindows = pPlayerState->m_PlayerOptions.GetCurrent().m_twDisabledWindows;
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for (int i = score; i >= TNS_W5; i--)
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{
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TapNoteScore cur_score = (TapNoteScore)i;
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// Downgrade the TapNoteScore if that specific window is disabled.
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if (cur_score == TNS_W1 && disabledWindows[TW_W1])
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score = TNS_W2;
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if (cur_score == TNS_W2 && disabledWindows[TW_W2])
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score = TNS_W3;
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if (cur_score == TNS_W3 && disabledWindows[TW_W3])
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score = TNS_W4;
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if (cur_score == TNS_W4 && disabledWindows[TW_W4])
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score = TNS_W5;
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if (cur_score == TNS_W5 && disabledWindows[TW_W5])
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score = TNS_None;
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|
}
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return score;
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}
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}
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|
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/*
|
/*
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+30
-26
@@ -97,7 +97,7 @@ void PlayerOptions::Init()
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m_bCosecant = false;
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m_bCosecant = false;
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m_sNoteSkin = "";
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m_sNoteSkin = "";
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m_fVisualDelay = 0.0f;
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m_fVisualDelay = 0.0f;
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m_twDisabledWindows.clear();
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m_twDisabledWindows.reset();
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ZERO( m_fMovesX ); ONE( m_SpeedfMovesX );
|
ZERO( m_fMovesX ); ONE( m_SpeedfMovesX );
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ZERO( m_fMovesY ); ONE( m_SpeedfMovesY );
|
ZERO( m_fMovesY ); ONE( m_SpeedfMovesY );
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ZERO( m_fMovesZ ); ONE( m_SpeedfMovesZ );
|
ZERO( m_fMovesZ ); ONE( m_SpeedfMovesZ );
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@@ -568,14 +568,19 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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AddTo.push_back( ssprintf("%.0fms VisualDelay", m_fVisualDelay * 1000.0f) );
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AddTo.push_back( ssprintf("%.0fms VisualDelay", m_fVisualDelay * 1000.0f) );
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}
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}
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|
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if (!m_twDisabledWindows.empty()) {
|
if (m_twDisabledWindows.count() != 0) {
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std::stringstream ss;
|
std::stringstream ss;
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|
bool is_first = true;
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ss << "No ";
|
ss << "No ";
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for (auto it=m_twDisabledWindows.begin(); it != m_twDisabledWindows.end(); ++it) {
|
for (int i=TW_W1; i != TW_W5; ++i) {
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if (it != m_twDisabledWindows.begin()) {
|
if (m_twDisabledWindows[i]) {
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|
if (!is_first) {
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ss << "/";
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ss << "/";
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|
} else {
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|
is_first = true;
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|
}
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|
ss << TimingWindowToString(static_cast<TimingWindow>(i)).c_str();
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}
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}
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ss << TimingWindowToString(*it).c_str();
|
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}
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}
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// Final string will be something like "No W4/W5"
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// Final string will be something like "No W4/W5"
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@@ -1162,13 +1167,6 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
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else if( sBit == "visualdelay" ) m_fVisualDelay = level;
|
else if( sBit == "visualdelay" ) m_fVisualDelay = level;
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else if( level == 0 && disabledWindows.Compare(sBit)) // "No w1" etc.
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else if( level == 0 && disabledWindows.Compare(sBit)) // "No w1" etc.
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{
|
{
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static std::map<RString, TimingWindow> nameToWindow = {
|
|
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{"w1", TW_W1},
|
|
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{"w2", TW_W2},
|
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{"w3", TW_W3},
|
|
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{"w4", TW_W4},
|
|
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{"w5", TW_W5},
|
|
||||||
};
|
|
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// We come into this condition if there is at least a single window present but there may be more.
|
// We come into this condition if there is at least a single window present but there may be more.
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||||||
// To get all of the windows, we go through in a loop to extract all of them.
|
// To get all of the windows, we go through in a loop to extract all of them.
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||||||
static Regex allDisabledWindows("(w[1-5])(.*)$");
|
static Regex allDisabledWindows("(w[1-5])(.*)$");
|
||||||
@@ -1178,9 +1176,11 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
|
|||||||
if (!allDisabledWindows.Compare(input, matches))
|
if (!allDisabledWindows.Compare(input, matches))
|
||||||
break;
|
break;
|
||||||
|
|
||||||
if (nameToWindow.find(matches[0]) != nameToWindow.end())
|
TimingWindow tw;
|
||||||
|
bool ret = StringConversion::FromString(matches[0].MakeUpper(), tw);
|
||||||
|
if (ret && TW_W1 <= tw && tw <= TW_W5)
|
||||||
{
|
{
|
||||||
m_twDisabledWindows.insert(nameToWindow[matches[0]]);
|
m_twDisabledWindows.set(tw);
|
||||||
}
|
}
|
||||||
input = matches[1];
|
input = matches[1];
|
||||||
}
|
}
|
||||||
@@ -2044,13 +2044,17 @@ public:
|
|||||||
if (original_top >= 1 && !lua_isnil(L, 1))
|
if (original_top >= 1 && !lua_isnil(L, 1))
|
||||||
{
|
{
|
||||||
// Insert the specified TimingWindow into the disabled windows set.
|
// Insert the specified TimingWindow into the disabled windows set.
|
||||||
p->m_twDisabledWindows.insert(Enum::Check<TimingWindow>(L, 1));
|
p->m_twDisabledWindows.set(Enum::Check<TimingWindow>(L, 1));
|
||||||
}
|
}
|
||||||
// Construct a new table indicating all of the disabled windows.
|
// Construct a new table indicating all of the disabled windows.
|
||||||
lua_newtable( L );
|
lua_newtable( L );
|
||||||
for (TimingWindow window : p->m_twDisabledWindows)
|
int j = 0;
|
||||||
{
|
for (int i=TW_W1; i != TW_W5; ++i) {
|
||||||
Enum::Push(L, window);
|
if (p->m_twDisabledWindows[i]) {
|
||||||
|
Enum::Push(L, static_cast<TimingWindow>(i));
|
||||||
|
lua_rawseti( L, -2, j+1 );
|
||||||
|
++j;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
OPTIONAL_RETURN_SELF(original_top);
|
OPTIONAL_RETURN_SELF(original_top);
|
||||||
return 1;
|
return 1;
|
||||||
@@ -2059,7 +2063,7 @@ public:
|
|||||||
static int ResetDisabledTimingWindows(T* p, lua_State* L)
|
static int ResetDisabledTimingWindows(T* p, lua_State* L)
|
||||||
{
|
{
|
||||||
int original_top= lua_gettop(L);
|
int original_top= lua_gettop(L);
|
||||||
p->m_twDisabledWindows.clear();
|
p->m_twDisabledWindows.reset();
|
||||||
OPTIONAL_RETURN_SELF(original_top);
|
OPTIONAL_RETURN_SELF(original_top);
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
@@ -2068,14 +2072,14 @@ public:
|
|||||||
{
|
{
|
||||||
int original_top= lua_gettop(L);
|
int original_top= lua_gettop(L);
|
||||||
lua_newtable( L );
|
lua_newtable( L );
|
||||||
int i = 0;
|
int j = 0;
|
||||||
for (TimingWindow window : p->m_twDisabledWindows)
|
for (int i=TW_W1; i != TW_W5; ++i) {
|
||||||
{
|
if (p->m_twDisabledWindows[i]) {
|
||||||
Enum::Push(L, window);
|
Enum::Push(L, static_cast<TimingWindow>(i));
|
||||||
lua_rawseti( L, -2, i+1 );
|
lua_rawseti( L, -2, j+1 );
|
||||||
++i;
|
++j;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
OPTIONAL_RETURN_SELF(original_top);
|
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
+5
-6
@@ -9,7 +9,7 @@ struct lua_State;
|
|||||||
|
|
||||||
#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }
|
#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYLEN(arr); ++Z ) arr[Z]=1.0f; }
|
||||||
|
|
||||||
#include <set>
|
#include <bitset>
|
||||||
|
|
||||||
#include "GameConstantsAndTypes.h"
|
#include "GameConstantsAndTypes.h"
|
||||||
#include "PlayerNumber.h"
|
#include "PlayerNumber.h"
|
||||||
@@ -400,11 +400,10 @@ public:
|
|||||||
/** @brief The Visual Delay additionally applied on a per-player basis in ms. */
|
/** @brief The Visual Delay additionally applied on a per-player basis in ms. */
|
||||||
float m_fVisualDelay;
|
float m_fVisualDelay;
|
||||||
|
|
||||||
/** @brief The TimingWindow that can be disabled. Valid values are only W1-W5.
|
/** @brief The TimingWindow that can be disabled.
|
||||||
* Other values are ignore.
|
* Valid values are only W1-W5 which map to indices 0-5 respectively.
|
||||||
* We use a set instead of unordered_set because we want the ordering so that
|
* Other values are ignored. */
|
||||||
* the generated player options string is consistent. */
|
std::bitset<5> m_twDisabledWindows;
|
||||||
std::set<TimingWindow> m_twDisabledWindows;
|
|
||||||
|
|
||||||
void NextAccel();
|
void NextAccel();
|
||||||
void NextEffect();
|
void NextEffect();
|
||||||
|
|||||||
Reference in New Issue
Block a user