[splittiming] Trying to restore #COMBOS.
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@@ -68,12 +68,6 @@ void Actor::SetBGMTime( float fTime, float fBeat, float fTimeNoOffset, float fBe
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g_fCurrentBGMBeatNoOffset = fBeatNoOffset;
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}
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void Actor::SetPlayerBGMBeat( PlayerNumber pn, float fBeat, float fBeatNoOffset )
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{
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g_vfCurrentBGMBeatPlayer[pn] = fBeat;
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g_vfCurrentBGMBeatPlayerNoOffset[pn] = fBeatNoOffset;
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}
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void Actor::SetBGMLight( int iLightNumber, float fCabinetLights )
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{
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ASSERT( iLightNumber < NUM_CabinetLight );
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@@ -681,16 +675,6 @@ void Actor::UpdateInternal( float fDeltaTime )
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m_fEffectDelta = g_fCurrentBGMBeat - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_fCurrentBGMBeat;
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break;
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case CLOCK_BGM_BEAT_PLAYER1:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_1] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayer[PLAYER_1];
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break;
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case CLOCK_BGM_BEAT_PLAYER2:
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m_fEffectDelta = g_vfCurrentBGMBeatPlayer[PLAYER_2] - m_fSecsIntoEffect;
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m_fSecsIntoEffect = g_vfCurrentBGMBeatPlayer[PLAYER_2];
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break;
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case CLOCK_BGM_TIME:
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m_fEffectDelta = g_fCurrentBGMTime - m_fSecsIntoEffect;
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@@ -5,7 +5,6 @@
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#include "RageUtil_AutoPtr.h"
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#include "LuaReference.h"
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#include "EnumHelper.h"
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#include "PlayerNumber.h"
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#include <map>
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class XNode;
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struct lua_State;
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@@ -110,7 +109,6 @@ public:
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virtual void LoadFromNode( const XNode* pNode );
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static void SetBGMTime( float fTime, float fBeat, float fTimeNoOffset, float fBeatNoOffset );
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static void SetPlayerBGMBeat( PlayerNumber pn, float fBeat, float fBeatNoOffset );
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static void SetBGMLight( int iLightNumber, float fCabinetLights );
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/**
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@@ -133,8 +131,6 @@ public:
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CLOCK_BGM_BEAT,
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CLOCK_BGM_TIME_NO_OFFSET,
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CLOCK_BGM_BEAT_NO_OFFSET,
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CLOCK_BGM_BEAT_PLAYER1,
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CLOCK_BGM_BEAT_PLAYER2,
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CLOCK_LIGHT_1 = 1000,
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CLOCK_LIGHT_LAST = 1100,
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NUM_CLOCKS
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@@ -717,7 +713,6 @@ protected:
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// global state
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static float g_fCurrentBGMTime, g_fCurrentBGMBeat;
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static float g_fCurrentBGMTimeNoOffset, g_fCurrentBGMBeatNoOffset;
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static vector<float> g_vfCurrentBGMBeatPlayer, g_vfCurrentBGMBeatPlayerNoOffset;
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private:
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// commands
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+1
-1
@@ -953,7 +953,7 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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if( m_pCurSteps[pn] )
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{
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m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, m_pCurSteps[pn]->m_Timing, timestamp );
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Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset );
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// Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset );
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}
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}
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}
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@@ -443,7 +443,7 @@ void ScoreKeeperNormal::HandleComboInternal( int iNumHitContinueCombo, int iNumH
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if( iNumBreakCombo == 0 )
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{
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TimingData td = GAMESTATE->m_pCurSong->m_SongTiming;
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TimingData td = GAMESTATE->m_pCurSteps[m_pPlayerState->m_PlayerNumber]->m_Timing;
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int multiplier = ( iRow == -1 ? 1 : td.GetComboSegmentAtRow( iRow ).m_iCombo );
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m_pPlayerStageStats->m_iCurCombo += iNumHitContinueCombo * multiplier;
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}
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