cleanup and comment part unknown of a trillion
This commit is contained in:
+3
-3
@@ -147,7 +147,7 @@ void Bookkeeper::CoinInserted()
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++m_mapCoinsForHour[d];
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}
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/* Return the number of coins between [beginning,ending). */
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// Return the number of coins between [beginning,ending).
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int Bookkeeper::GetNumCoinsInRange( map<Date,int>::const_iterator begin, map<Date,int>::const_iterator end ) const
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{
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int iCoins = 0;
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@@ -206,8 +206,8 @@ void Bookkeeper::GetCoinsLastWeeks( int coins[NUM_LAST_WEEKS] ) const
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}
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}
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/* iDay is days since Jan 1. iYear is eg. 2005. Return the day of the week, where
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* 0 is Sunday. */
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/* iDay is days since Jan 1. iYear is eg. 2005. Return the day of the week,
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* where 0 is Sunday. */
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void Bookkeeper::GetCoinsByDayOfWeek( int coins[DAYS_IN_WEEK] ) const
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{
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for( int i=0; i<DAYS_IN_WEEK; i++ )
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+4
-4
@@ -49,7 +49,7 @@ void ComboGraph::Set( const StageStats &s, const PlayerStageStats &pss )
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const float fFirstSecond = 0;
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const float fLastSecond = s.GetTotalPossibleStepsSeconds();
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/* Find the largest combo. */
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// Find the largest combo.
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int iMaxComboSize = 0;
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for( unsigned i = 0; i < pss.m_ComboList.size(); ++i )
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iMaxComboSize = max( iMaxComboSize, pss.m_ComboList[i].GetStageCnt() );
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@@ -58,7 +58,7 @@ void ComboGraph::Set( const StageStats &s, const PlayerStageStats &pss )
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{
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const PlayerStageStats::Combo_t &combo = pss.m_ComboList[i];
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if( combo.GetStageCnt() < MinComboSizeToShow )
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continue; /* too small */
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continue; // too small
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const bool bIsMax = (combo.GetStageCnt() == iMaxComboSize);
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@@ -80,7 +80,7 @@ void ComboGraph::Set( const StageStats &s, const PlayerStageStats &pss )
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{
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const PlayerStageStats::Combo_t &combo = pss.m_ComboList[i];
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if( combo.GetStageCnt() < MinComboSizeToShow )
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continue; /* too small */
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continue; // too small
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if( !iMaxComboSize )
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continue;
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@@ -103,7 +103,7 @@ void ComboGraph::Set( const StageStats &s, const PlayerStageStats &pss )
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this->AddChild( pText );
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}
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/* Hide the templates. */
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// Hide the templates.
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m_pNormalCombo->SetVisible( false );
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m_pMaxCombo->SetVisible( false );
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m_pComboNumber->SetVisible( false );
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@@ -18,9 +18,7 @@ public:
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virtual ComboGraph *Copy() const;
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virtual bool AutoLoadChildren() const { return true; }
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//
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// Commands
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//
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virtual void PushSelf( lua_State *L );
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private:
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+2
-2
@@ -78,7 +78,7 @@ public:
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GoalType m_GoalType;
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RString m_sProfileID;
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RString m_sUrl;
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/* sm-ssc adds: */
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// sm-ssc adds:
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bool m_bUrlExits; // for making stepmania not exit on url
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bool m_bPushScreen; // for pushing a screen on top instead of as next
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@@ -86,7 +86,7 @@ public:
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bool m_bClearCredits;
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bool m_bStopMusic;
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bool m_bApplyDefaultOptions;
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/* sm-ssc also adds: */
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// sm-ssc also adds:
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bool m_bFadeMusic;
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float m_fMusicFadeOutVolume;
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// currently, GameSoundManager uses consts for fade out/in times, so this
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+11
-11
@@ -79,7 +79,7 @@ int GetSuccessfulMines( const NoteData &in, int iStartIndex = 0, int iEndIndex =
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return iNumSuccessfulMinesNotes;
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}
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/* See NoteData::GetNumHands(). */
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// See NoteData::GetNumHands().
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int GetSuccessfulHands( const NoteData &in, int iStartIndex = 0, int iEndIndex = MAX_NOTE_ROW )
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{
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int iNum = 0;
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@@ -105,7 +105,7 @@ int GetSuccessfulHands( const NoteData &in, int iStartIndex = 0, int iEndIndex =
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if( Missed )
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continue;
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/* Check hold scores. */
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// Check hold scores.
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for( int t=0; t<in.GetNumTracks(); ++t )
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{
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int iHeadRow;
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@@ -113,8 +113,8 @@ int GetSuccessfulHands( const NoteData &in, int iStartIndex = 0, int iEndIndex =
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continue;
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const TapNote &tn = in.GetTapNote( t, iHeadRow );
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/* If a hold is released *after* a hands containing it, the hands is
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* still good. So, ignore the judgement and only examine iLastHeldRow
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/* If a hold is released *after* a hand containing it, the hand is
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* still good. Ignore the judgement and only examine iLastHeldRow
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* to be sure that the hold was still held at the point of this row.
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* (Note that if the hold head tap was missed, then iLastHeldRow == i
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* and this won't fail--but the tap check above will have already failed.) */
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@@ -227,7 +227,6 @@ const TapNote &NoteDataWithScoring::LastTapNoteWithResult( const NoteData &in, u
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return in.GetTapNote( iTrack, iRow );
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}
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/* Return the minimum tap score of a row. If the row isn't complete (not all
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* taps have been hit), return TNS_None or TNS_Miss. */
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TapNoteScore NoteDataWithScoring::MinTapNoteScore( const NoteData &in, unsigned row )
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@@ -236,7 +235,7 @@ TapNoteScore NoteDataWithScoring::MinTapNoteScore( const NoteData &in, unsigned
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TapNoteScore score = TNS_W1;
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for( int t=0; t<in.GetNumTracks(); t++ )
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{
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/* Ignore mines (and fake arrows), or the score will always be TNS_None. */
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// Ignore mines (and fake arrows), or the score will always be TNS_None.
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const TapNote &tn = in.GetTapNote( t, row );
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if( tn.type == TapNote::empty || tn.type == TapNote::mine || tn.type == TapNote::fake )
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continue;
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@@ -254,7 +253,7 @@ bool NoteDataWithScoring::IsRowCompletelyJudged( const NoteData &in, unsigned ro
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namespace
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{
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/* Return the ratio of actual to possible Bs. */
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// Return the ratio of actual to possible Bs.
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float GetActualStreamRadarValue( const NoteData &in, float fSongSeconds )
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{
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int iTotalSteps = in.GetNumTapNotes();
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@@ -268,10 +267,11 @@ float GetActualStreamRadarValue( const NoteData &in, float fSongSeconds )
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/* Return the ratio of actual combo to max combo. */
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float GetActualVoltageRadarValue( const NoteData &in, float fSongSeconds, const PlayerStageStats &pss )
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{
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/* STATSMAN->m_CurStageStats.iMaxCombo is unrelated to GetNumTapNotes: m_bComboContinuesBetweenSongs
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* might be on, and the way combo is counted varies depending on the mode and score
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* keeper. Instead, let's use the length of the longest recorded combo. This is
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* only subtly different: it's the percent of the song the longest combo took to get. */
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/* STATSMAN->m_CurStageStats.iMaxCombo is unrelated to GetNumTapNotes:
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* m_bComboContinuesBetweenSongs might be on, and the way combo is counted
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* varies depending on the mode and score keeper. Instead, let's use the
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* length of the longest recorded combo. This is only subtly different:
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* it's the percent of the song the longest combo took to get. */
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const PlayerStageStats::Combo_t MaxCombo = pss.GetMaxCombo();
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float fComboPercent = SCALE( MaxCombo.m_fSizeSeconds, 0, pss.m_fLastSecond-pss.m_fFirstSecond, 0.0f, 1.0f );
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return clamp( fComboPercent, 0.0f, 1.0f );
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+12
-10
@@ -428,8 +428,8 @@ float PlayerStageStats::GetCurrentLife() const
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return iter->second;
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}
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/* If bRollover is true, we're being called before gameplay begins, so we can record
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* the amount of the first combo that comes from the previous song. */
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/* If bRollover is true, we're being called before gameplay begins, so we can
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* record the amount of the first combo that comes from the previous song. */
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void PlayerStageStats::UpdateComboList( float fSecond, bool bRollover )
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{
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// Don't save combo stats in endless courses, or could run OOM in a few hours.
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@@ -448,21 +448,21 @@ void PlayerStageStats::UpdateComboList( float fSecond, bool bRollover )
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int cnt = m_iCurCombo;
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if( !cnt )
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return; /* no combo */
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return; // no combo
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if( m_ComboList.size() == 0 || m_ComboList.back().m_cnt >= cnt )
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{
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/* If the previous combo (if any) starts on -9999, then we rolled over some
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* combo, but missed the first step. Remove it. */
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/* If the previous combo (if any) starts on -9999, then we rolled over
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* some combo, but missed the first step. Remove it. */
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if( m_ComboList.size() && m_ComboList.back().m_fStartSecond == -9999 )
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m_ComboList.erase( m_ComboList.begin()+m_ComboList.size()-1, m_ComboList.end() );
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/* This is a new combo. */
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// This is a new combo.
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Combo_t NewCombo;
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/* "start" is the position that the combo started within this song. If we're
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* recording rollover, the combo hasn't started yet (within this song), so put
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* a placeholder in and set it on the next call. (Otherwise, start will be less
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* than fFirstPos.) */
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/* "start" is the position that the combo started within this song.
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* If we're recording rollover, the combo hasn't started yet (within
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* this song), so put a placeholder in and set it on the next call.
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* (Otherwise, start will be less than fFirstPos.) */
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if( bRollover )
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NewCombo.m_fStartSecond = -9999;
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else
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@@ -682,6 +682,7 @@ public:
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DEFINE_METHOD( GetPeakComboAward, m_PeakComboAward )
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DEFINE_METHOD( IsDisqualified, IsDisqualified() )
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DEFINE_METHOD( GetAliveSeconds, m_fAliveSeconds )
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DEFINE_METHOD( GetPercentageOfTaps, GetPercentageOfTaps( Enum::Check<TapNoteScore>(L, 1) ) )
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static int GetPlayedSteps( T* p, lua_State *L )
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{
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@@ -734,6 +735,7 @@ public:
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ADD_METHOD( GetPlayedSteps );
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ADD_METHOD( GetPossibleSteps );
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ADD_METHOD( GetAliveSeconds );
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ADD_METHOD( GetPercentageOfTaps );
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}
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};
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@@ -72,18 +72,18 @@ public:
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struct Combo_t
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{
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/* Start and size of this combo, in the same scale as the combo list mapping and
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* the life record. */
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/* Start and size of this combo, in the same scale as the combo list
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* mapping and the life record. */
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float m_fStartSecond, m_fSizeSeconds;
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/* Combo size, in steps. */
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// Combo size, in steps.
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int m_cnt;
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/* Size of the combo that didn't come from this stage (rollover from the last song).
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* (This is a subset of cnt.) */
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/* Size of the combo that didn't come from this stage (rollover from the
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* last song). (This is a subset of cnt.) */
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int m_rollover;
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/* Get the size of the combo that came from this song. */
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// Get the size of the combo that came from this song.
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int GetStageCnt() const { return m_cnt - m_rollover; }
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Combo_t(): m_fStartSecond(0), m_fSizeSeconds(0), m_cnt(0), m_rollover(0) { }
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+8
-6
@@ -62,7 +62,7 @@ void PlayerState::Update( float fDelta )
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bool bRebuildPlayerOptions = false;
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/* See if any delayed attacks are starting or ending. */
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// See if any delayed attacks are starting or ending.
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for( unsigned s=0; s<m_ActiveAttacks.size(); s++ )
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{
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Attack &attack = m_ActiveAttacks[s];
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@@ -78,7 +78,7 @@ void PlayerState::Update( float fDelta )
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GAMESTATE->m_fMusicSeconds < attack.fStartSecond+attack.fSecsRemaining );
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if( m_ActiveAttacks[s].bOn == bCurrentlyEnabled )
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continue; /* OK */
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continue; // OK
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if( m_ActiveAttacks[s].bOn && !bCurrentlyEnabled )
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m_bAttackEndedThisUpdate = true;
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@@ -93,7 +93,7 @@ void PlayerState::Update( float fDelta )
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if( bRebuildPlayerOptions )
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RebuildPlayerOptionsFromActiveAttacks();
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/* Update after enabling attacks, so we appraoch the new state. */
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// Update after enabling attacks, so we approach the new state.
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m_PlayerOptions.Update( fDelta );
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if( m_fSecondsUntilAttacksPhasedOut > 0 )
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@@ -136,9 +136,9 @@ void PlayerState::LaunchAttack( const Attack& a )
|
||||
Attack attack = a;
|
||||
|
||||
/* If fStartSecond is -1, it means "launch as soon as possible". For m_ActiveAttacks,
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||||
* mark the real time it's starting (now), so Update() can know when the attack started
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||||
* so it can be removed later. For m_ModsToApply, leave the -1 in, so Player::Update
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* knows to apply attack transforms correctly. (yuck) */
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* mark the real time it's starting (now), so Update() can know when the attack
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||||
* started so it can be removed later. For m_ModsToApply, leave the -1 in,
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* so Player::Update knows to apply attack transforms correctly. (yuck) */
|
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m_ModsToApply.push_back( attack );
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if( attack.fStartSecond == -1 )
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||||
attack.fStartSecond = GAMESTATE->m_fMusicSeconds;
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@@ -221,6 +221,7 @@ class LunaPlayerState: public Luna<PlayerState>
|
||||
{
|
||||
public:
|
||||
DEFINE_METHOD( GetPlayerNumber, m_PlayerNumber );
|
||||
DEFINE_METHOD( GetMultiPlayerNumber, m_mp );
|
||||
DEFINE_METHOD( GetPlayerController, m_PlayerController );
|
||||
static int SetPlayerOptions( T* p, lua_State *L )
|
||||
{
|
||||
@@ -241,6 +242,7 @@ public:
|
||||
LunaPlayerState()
|
||||
{
|
||||
ADD_METHOD( GetPlayerNumber );
|
||||
ADD_METHOD( GetMultiPlayerNumber );
|
||||
ADD_METHOD( SetPlayerOptions );
|
||||
ADD_METHOD( GetPlayerOptions );
|
||||
}
|
||||
|
||||
+1
-3
@@ -49,9 +49,7 @@ public:
|
||||
|
||||
SampleHistory m_EffectHistory;
|
||||
|
||||
//
|
||||
// Used in Battle and Rave
|
||||
//
|
||||
void LaunchAttack( const Attack& a );
|
||||
void RemoveActiveAttacks( AttackLevel al=NUM_ATTACK_LEVELS /*all*/ );
|
||||
void EndActiveAttacks();
|
||||
@@ -61,7 +59,7 @@ public:
|
||||
// Attacks take a while to transition out of use. Account for this in PlayerAI
|
||||
// by still penalizing it for 1 second after the player options are rebuilt.
|
||||
int m_iLastPositiveSumOfAttackLevels;
|
||||
float m_fSecondsUntilAttacksPhasedOut;// positive means PlayerAI is still affected
|
||||
float m_fSecondsUntilAttacksPhasedOut; // positive means PlayerAI is still affected
|
||||
bool m_bAttackBeganThisUpdate; // flag for other objects to watch (play sounds)
|
||||
bool m_bAttackEndedThisUpdate; // flag for other objects to watch (play sounds)
|
||||
|
||||
|
||||
+8
-12
@@ -186,14 +186,14 @@ public:
|
||||
Preference<bool> m_bMercifulSuperMeter; // negative super deltas are scaled by the players life percentage
|
||||
Preference<bool> m_bDelayedBack;
|
||||
Preference<bool> m_bShowInstructions; // how to play a mode
|
||||
Preference<bool> m_bShowSelectGroup; // uh i thought we removed this shit
|
||||
Preference<bool> m_bShowSelectGroup; // uh i thought we removed this shit -aj
|
||||
Preference<bool> m_bShowCaution;
|
||||
Preference<bool> m_bShowNativeLanguage;
|
||||
Preference<int> m_iArcadeOptionsNavigation;
|
||||
Preference<MusicWheelUsesSections> m_MusicWheelUsesSections;
|
||||
Preference<int> m_iMusicWheelSwitchSpeed;
|
||||
Preference<AllowW1> m_AllowW1; // this should almost always be on, given use cases.
|
||||
Preference<bool> m_bEventMode; // IF THIS IS NOT TRUE I WILL SHIT IN YOUR MOUTH -aj
|
||||
Preference<AllowW1> m_AllowW1; // this should almost always be on, given use cases. -aj
|
||||
Preference<bool> m_bEventMode;
|
||||
Preference<int> m_iCoinsPerCredit;
|
||||
Preference<int> m_iSongsPerPlay;
|
||||
Preference<bool> m_bDelayedCreditsReconcile; // zuh?
|
||||
@@ -241,10 +241,10 @@ public:
|
||||
Preference<bool> m_bTrilinearFiltering; // has no effect without mipmaps on
|
||||
Preference<bool> m_bAnisotropicFiltering; // has no effect without mipmaps on. Not mutually exclusive with trilinear.
|
||||
|
||||
// If true, then signatures created when writing profile data
|
||||
// and verified when reading profile data. Leave this false if
|
||||
// you want to use a profile on different machines that don't
|
||||
// have the same key, or else the profile's data will be discarded.
|
||||
// If true, then signatures created when writing profile data and verified
|
||||
// when reading profile data. Leave this false if you want to use a profile
|
||||
// on different machines that don't have the same key, or else the
|
||||
// profile's data will be discarded.
|
||||
Preference<bool> m_bSignProfileData;
|
||||
|
||||
// course ranking
|
||||
@@ -279,7 +279,7 @@ public:
|
||||
|
||||
Preference<bool> m_bQuirksMode; // enable quirky behavior desired by users of microsoft stepmania explorer 6.9
|
||||
|
||||
/* Debug: */
|
||||
// Debug:
|
||||
Preference<bool> m_bLogToDisk;
|
||||
Preference<bool> m_bForceLogFlush;
|
||||
Preference<bool> m_bShowLogOutput;
|
||||
@@ -292,7 +292,6 @@ public:
|
||||
Preference<bool> m_bEnableScoreboard; //Alows disabling of scoreboard in network play
|
||||
#endif
|
||||
|
||||
|
||||
void ReadPrefsFromIni( const IniFile &ini, const RString &sSection, bool bIsStatic );
|
||||
void ReadGamePrefsFromIni( const RString &sIni );
|
||||
void ReadDefaultsFromIni( const IniFile &ini, const RString &sSection );
|
||||
@@ -313,9 +312,6 @@ protected:
|
||||
void ReadDefaultsFromFile( const RString &sIni, const RString &sSection );
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
/* This is global, because it can be accessed by crash handlers and error handlers
|
||||
* that are run after PREFSMAN shuts down (and probably don't want to deref that
|
||||
* pointer anyway). */
|
||||
|
||||
@@ -40,10 +40,8 @@ static float g_fImageScaleDestination = 1;
|
||||
static const ThemeMetric<RageColor> LINE_ON_COLOR ("ScreenDebugOverlay", "LineOnColor");
|
||||
static const ThemeMetric<RageColor> LINE_OFF_COLOR ("ScreenDebugOverlay", "LineOffColor");
|
||||
|
||||
//
|
||||
// self-registering debug lines
|
||||
// We don't use SubscriptionManager, because we want to keep the line order.
|
||||
//
|
||||
static LocalizedString ON ( "ScreenDebugOverlay", "on" );
|
||||
static LocalizedString OFF ( "ScreenDebugOverlay", "off" );
|
||||
|
||||
@@ -256,6 +254,7 @@ void ScreenDebugOverlay::Init()
|
||||
p->SetName( "PageText" );
|
||||
p->LoadFromFont( THEME->GetPathF("ScreenDebugOverlay", "page") );
|
||||
LOAD_ALL_COMMANDS( p );
|
||||
// todo: be able to set different values? -aj
|
||||
p->SetXY( SCREEN_CENTER_X-100+iPage*100, SCREEN_TOP+20 );
|
||||
p->SetText( *s + " (" + sButton + ")" );
|
||||
p->SetShadowLength( 1 );
|
||||
@@ -299,7 +298,7 @@ void ScreenDebugOverlay::Update( float fDeltaTime )
|
||||
if( INPUTFILTER->IsBeingPressed(g_Mappings.holdForFast) )
|
||||
{
|
||||
if( INPUTFILTER->IsBeingPressed(g_Mappings.holdForSlow) )
|
||||
fRate = 0; /* both; stop time */
|
||||
fRate = 0; // both; stop time
|
||||
else
|
||||
fRate *= 4;
|
||||
}
|
||||
@@ -352,6 +351,7 @@ void ScreenDebugOverlay::UpdateText()
|
||||
m_vptextPages[iPage]->PlayCommand( (iPage == m_iCurrentPage) ? "GainFocus" : "LoseFocus" );
|
||||
}
|
||||
|
||||
// todo: allow changing of various spacing/location things -aj
|
||||
int iOffset = 0;
|
||||
FOREACH_CONST( IDebugLine*, *g_pvpSubscribers, p )
|
||||
{
|
||||
@@ -442,7 +442,7 @@ bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
|
||||
if( g_bIsDisplayed && GetValueFromMap(g_Mappings.pageButton, input.DeviceI, iPage) )
|
||||
{
|
||||
if( input.type != IET_FIRST_PRESS )
|
||||
return true; /* eat the input but do nothing */
|
||||
return true; // eat the input but do nothing
|
||||
m_iCurrentPage = iPage;
|
||||
CLAMP( m_iCurrentPage, 0, (int) m_asPages.size()-1 );
|
||||
return true;
|
||||
@@ -454,8 +454,8 @@ bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
|
||||
|
||||
int i = p-g_pvpSubscribers->begin();
|
||||
|
||||
// Gameplay buttons are available only in gameplay. Non-gameplay buttons are
|
||||
// only available when the screen is displayed.
|
||||
// Gameplay buttons are available only in gameplay. Non-gameplay buttons
|
||||
// are only available when the screen is displayed.
|
||||
switch( (*p)->GetType() )
|
||||
{
|
||||
case IDebugLine::all_screens:
|
||||
@@ -475,7 +475,7 @@ bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
|
||||
if( input.DeviceI == (*p)->m_Button )
|
||||
{
|
||||
if( input.type != IET_FIRST_PRESS )
|
||||
return true; /* eat the input but do nothing */
|
||||
return true; // eat the input but do nothing
|
||||
|
||||
// do the action
|
||||
RString sMessage;
|
||||
@@ -509,9 +509,7 @@ bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// DebugLine helpers
|
||||
//
|
||||
static void SetSpeed()
|
||||
{
|
||||
// PauseMusic( g_bIsHalt );
|
||||
@@ -537,10 +535,7 @@ void ChangeVisualDelay( float fDelta )
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// DebugLines
|
||||
//
|
||||
static LocalizedString AUTO_PLAY ( "ScreenDebugOverlay", "AutoPlay" );
|
||||
static LocalizedString ASSIST ( "ScreenDebugOverlay", "Assist" );
|
||||
static LocalizedString AUTOSYNC ( "ScreenDebugOverlay", "Autosync" );
|
||||
@@ -883,7 +878,7 @@ static void FillProfileStats( Profile *pProfile )
|
||||
|
||||
static int s_iCount = 0;
|
||||
// Choose a percent for all scores. This is useful for testing unlocks
|
||||
// where some elements are unlocked at a certain percent complete
|
||||
// where some elements are unlocked at a certain percent complete.
|
||||
float fPercentDP = s_iCount ? randomf( 0.6f, 1.0f ) : 1.0f;
|
||||
s_iCount = (s_iCount+1)%2;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user