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@@ -82,7 +82,7 @@ void BitmapText::Draw()
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float fCharWidthZoomed = m_fCharWidthsInSourcePixels[c] * GetZoom();
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float fCharWidthZoomed = m_fCharWidthsInSourcePixels[c] * GetZoom();
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SetState( c );
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SetState( c );
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fX += fCharWidthZoomed/2;
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fX += fCharWidthZoomed/2;
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SetX( fX ); // set X acording to offset
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SetX( roundf(fX) ); // set X acording to offset and round to help blurring
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Sprite::Draw();
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Sprite::Draw();
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fX += fCharWidthZoomed/2;
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fX += fCharWidthZoomed/2;
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}
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}
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@@ -325,8 +325,11 @@ void Player::OnCompleteStep( float fSongBeat, Step player_step, float fMaxBeatDi
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float fStepBeat = StepIndexToBeat( iIndexThatWasSteppedOn );
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float fStepBeat = StepIndexToBeat( iIndexThatWasSteppedOn );
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// show the gray arrow ghost
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// show the gray arrow ghost
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int iColumnNum = m_StepToColumnNumber[player_step];
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for( int c=0; c < m_iNumColumns; c++ ) { // for each arrow column
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GrayArrowGhostStep( iColumnNum );
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if( m_OriginalStep[iIndexThatWasSteppedOn] & m_ColumnNumberToStep[c] ) { // this column is still unstepped on?
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GrayArrowGhostStep( c );
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}
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}
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float fBeatsUntilStep = fStepBeat - fSongBeat;
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float fBeatsUntilStep = fStepBeat - fSongBeat;
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float fPercentFromPerfect = (float)fabs( fBeatsUntilStep / fMaxBeatDiff );
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float fPercentFromPerfect = (float)fabs( fBeatsUntilStep / fMaxBeatDiff );
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@@ -22,7 +22,7 @@ const CString g_sLogFileName = "debug.log";
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// Name: randomf()
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// Name: randomf()
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// Desc:
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// Desc:
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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FLOAT randomf( FLOAT low, FLOAT high )
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float randomf( float low, float high )
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{
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{
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return low + ( high - low ) * ( (FLOAT)rand() ) / RAND_MAX;
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return low + ( high - low ) * ( (FLOAT)rand() ) / RAND_MAX;
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}
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}
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@@ -31,14 +31,14 @@ FLOAT randomf( FLOAT low, FLOAT high )
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// Name: roundf()
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// Name: roundf()
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// Desc:
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// Desc:
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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int roundf( FLOAT f )
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int roundf( float f )
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{
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{
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return (int)((f)+0.5f);
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return (int)((f)+0.5f);
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}
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}
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int roundf( double f )
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int roundf( double f )
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{
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{
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return (int)((f)+0.5f);
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return (int)((f)+0.5);
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@@ -271,9 +271,9 @@ int CompareCStrings(const void *arg1, const void *arg2)
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return str1.CompareNoCase( str2 );
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return str1.CompareNoCase( str2 );
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}
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}
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void SortCStringArray( CStringArray &AddTo, BOOL bSortAcsending )
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void SortCStringArray( CStringArray &arrayCStrings, BOOL bSortAcsending )
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{
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{
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qsort( AddTo.GetData(), AddTo.GetSize(), sizeof(CString), CompareCStrings );
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qsort( arrayCStrings.GetData(), arrayCStrings.GetSize(), sizeof(CString), CompareCStrings );
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@@ -385,3 +385,71 @@ void Song::TidyUpData()
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RageErrorHr( ssprintf("D3DXGetImageInfoFromFile() failed for file '%s'.", m_sFilePath), hr );
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RageErrorHr( ssprintf("D3DXGetImageInfoFromFile() failed for file '%s'.", m_sFilePath), hr );
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}
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}
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*/
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*/
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void Song::GetStepsThatMatchGameMode( GameMode gm, CArray<Steps*, Steps*&>& arrayAddTo )
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{
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for( int i=0; i<arraySteps.GetSize(); i++ ) // for each of the Song's Steps
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{
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Steps* pCurrentSteps = &arraySteps[i];
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Steps::StepsMode sm = pCurrentSteps->m_StepsMode;
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switch( gm ) // different logic for different game modes
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{
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case single4:
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if( sm == Steps::SMsingle4 )
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arrayAddTo.Add( pCurrentSteps );
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break;
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case single6:
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if( sm == Steps::SMsingle6 )
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arrayAddTo.Add( pCurrentSteps );
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break;
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case versus4:
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if( sm == Steps::SMsingle4 || sm == Steps::SMcouple || sm == Steps::SMbattle )
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arrayAddTo.Add( pCurrentSteps );
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break;
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case double4:
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if( sm == Steps::SMdouble4 )
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arrayAddTo.Add( pCurrentSteps );
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break;
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}
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}
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}
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void Song::GetNumFeet( GameMode gm, int& iDiffEasyOut, int& iDiffMediumOut, int& iDiffHardOut )
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{
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iDiffEasyOut = iDiffMediumOut = iDiffHardOut = -1;
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CArray<Steps*, Steps*&> arrayMatchingSteps;
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GetStepsThatMatchGameMode( gm, arrayMatchingSteps );
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//bool bFoundEasy, bFoundMedium, bFoundHard;
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//bFoundEasy = bFoundMedium = bFoundHard = false;
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for( int i=0; i<arrayMatchingSteps.GetSize(); i++ )
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{
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int iNumFeet = arrayMatchingSteps[i]->m_iNumFeet;
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switch( arrayMatchingSteps[i]->m_difficulty )
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{
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case Steps::easy:
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iDiffEasyOut = iNumFeet;
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break;
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case Steps::medium:
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iDiffMediumOut = iNumFeet;
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break;
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case Steps::hard:
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iDiffHardOut = iNumFeet;
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break;
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case Steps::other:
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// should do something intelligent to fill in the missing spots...
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if( iDiffEasyOut < 0 && iNumFeet <= 4 )
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iDiffEasyOut = iNumFeet;
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else if( iDiffHardOut < 0 && iNumFeet >= 7 )
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iDiffHardOut = iNumFeet;
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else
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iDiffMediumOut = iNumFeet;
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break;
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}
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}
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}
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@@ -43,7 +43,7 @@ RSC=rc.exe
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# PROP Ignore_Export_Lib 0
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
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# ADD CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /FR /YX /FD /c
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# ADD CPP /nologo /GB /MT /W3 /GX /O2 /Ob1 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /FR /YX /FD /c
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# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "NDEBUG"
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# ADD BASE RSC /l 0x409 /d "NDEBUG"
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@@ -15,6 +15,10 @@
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#include "Steps.h"
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#include "Steps.h"
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class Steps; // why is this needed?
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class Steps; // why is this needed?
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#include "GameInfo.h" // for definition of GameMode
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enum GameMode; // why is this needed?
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class Song
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class Song
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{
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{
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@@ -62,8 +66,6 @@ public:
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};
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};
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void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut )
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void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut )
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{
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{
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if( fElapsedTime > 50 )
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fElapsedTime = fElapsedTime;
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fElapsedTime += m_fOffsetInSeconds;
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fElapsedTime += m_fOffsetInSeconds;
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for( int i=0; i<m_BPMSegments.GetSize(); i++ ) {
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for( int i=0; i<m_BPMSegments.GetSize(); i++ ) {
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@@ -84,6 +86,9 @@ public:
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}
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}
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};
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};
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void GetStepsThatMatchGameMode( GameMode gm, CArray<Steps*, Steps*&>& arrayAddTo );
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void GetNumFeet( GameMode gm, int& iDiffEasy, int& iDiffMedium, int& iDiffHard );
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public:
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public:
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