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+14
-10
@@ -37,16 +37,20 @@
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#include "GameSoundManager.h"
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#include "Style.h"
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CString JUDGMENT_X_NAME( size_t p, size_t both_sides ) { return "JudgmentXOffset" + (both_sides ? CString("BothSides") : ssprintf("OneSideP%d",p+1) ); }
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CString COMBO_X_NAME( size_t p, size_t both_sides ) { return "ComboXOffset" + (both_sides ? CString("BothSides") : ssprintf("OneSideP%d",p+1) ); }
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CString ATTACK_DISPLAY_X_NAME( size_t p, size_t both_sides ){ return "AttackDisplayXOffset" + (both_sides ? CString("BothSides") : ssprintf("OneSideP%d",p+1) ); }
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ThemeMetric<float> GRAY_ARROWS_Y_STANDARD ("Player","ReceptorArrowsYStandard");
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ThemeMetric<float> GRAY_ARROWS_Y_REVERSE ("Player","ReceptorArrowsYReverse");
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#define JUDGMENT_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? CString("JudgmentXOffsetBothSides") : ssprintf("JudgmentXOffsetOneSideP%d",p+1))
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ThemeMetric<float> JUDGMENT_Y ("Player","JudgmentY");
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ThemeMetric2D<float,NUM_PLAYERS,2> JUDGMENT_X ("Player",JUDGMENT_X_NAME,NUM_PLAYERS,2);
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ThemeMetric<float> JUDGMENT_Y ("Player","JudgmentY");
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ThemeMetric<float> JUDGMENT_Y_REVERSE ("Player","JudgmentYReverse");
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#define COMBO_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? CString("ComboXOffsetBothSides") : ssprintf("ComboXOffsetOneSideP%d",p+1))
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ThemeMetric<float> COMBO_Y ("Player","ComboY");
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ThemeMetric<float> COMBO_Y_REVERSE ("Player","ComboYReverse");
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#define ATTACK_DISPLAY_X( p, both_sides ) THEME->GetMetricF("Player",both_sides ? CString("AttackDisplayXOffsetBothSides") : ssprintf("AttackDisplayXOffsetOneSideP%d",p+1))
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ThemeMetric<float> ATTACK_DISPLAY_Y ("Player","AttackDisplayY");
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ThemeMetric2D<float,NUM_PLAYERS,2> COMBO_X ("Player",COMBO_X_NAME,NUM_PLAYERS,2);
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ThemeMetric<float> COMBO_Y ("Player","ComboY");
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ThemeMetric<float> COMBO_Y_REVERSE ("Player","ComboYReverse");
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ThemeMetric2D<float,NUM_PLAYERS,2> ATTACK_DISPLAY_X ("Player",ATTACK_DISPLAY_X_NAME,NUM_PLAYERS,2);
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ThemeMetric<float> ATTACK_DISPLAY_Y ("Player","AttackDisplayY");
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ThemeMetric<float> ATTACK_DISPLAY_Y_REVERSE ("Player","AttackDisplayYReverse");
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ThemeMetric<float> HOLD_JUDGMENT_Y_STANDARD ("Player","HoldJudgmentYStandard");
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ThemeMetric<float> HOLD_JUDGMENT_Y_REVERSE ("Player","HoldJudgmentYReverse");
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@@ -226,11 +230,11 @@ void Player::Load( const NoteData& noteData )
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const bool bReverse = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetReversePercentForColumn(0) == 1;
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bool bPlayerUsingBothSides = GAMESTATE->GetCurrentStyle()->m_StyleType==ONE_PLAYER_TWO_SIDES;
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m_Combo.SetX( COMBO_X(pn,bPlayerUsingBothSides) );
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m_Combo.SetX( COMBO_X.GetValue(pn,bPlayerUsingBothSides) );
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m_Combo.SetY( bReverse ? COMBO_Y_REVERSE : COMBO_Y );
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m_AttackDisplay.SetX( ATTACK_DISPLAY_X(pn,bPlayerUsingBothSides) - 40 );
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m_AttackDisplay.SetX( ATTACK_DISPLAY_X.GetValue(pn,bPlayerUsingBothSides) - 40 );
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m_AttackDisplay.SetY( bReverse ? ATTACK_DISPLAY_Y_REVERSE : ATTACK_DISPLAY_Y );
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m_Judgment.SetX( JUDGMENT_X(pn,bPlayerUsingBothSides) );
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m_Judgment.SetX( JUDGMENT_X.GetValue(pn,bPlayerUsingBothSides) );
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m_Judgment.SetY( bReverse ? JUDGMENT_Y_REVERSE : JUDGMENT_Y );
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// Need to set Y positions of all these elements in Update since
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