NUM_STEPS_TYPES -> NUM_StepsType
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@@ -69,10 +69,10 @@ enum StepsType
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STEPS_TYPE_POPN_FIVE,
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STEPS_TYPE_POPN_FIVE,
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STEPS_TYPE_POPN_NINE,
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STEPS_TYPE_POPN_NINE,
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STEPS_TYPE_LIGHTS_CABINET,
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STEPS_TYPE_LIGHTS_CABINET,
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NUM_STEPS_TYPES, // leave this at the end
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NUM_StepsType, // leave this at the end
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STEPS_TYPE_INVALID,
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STEPS_TYPE_INVALID,
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};
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};
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#define FOREACH_StepsType( st ) FOREACH_ENUM( StepsType, NUM_STEPS_TYPES, st )
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#define FOREACH_StepsType( st ) FOREACH_ENUM( StepsType, NUM_StepsType, st )
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//
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//
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// Play mode stuff
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// Play mode stuff
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@@ -75,7 +75,7 @@ static struct
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char *name;
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char *name;
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int NumTracks;
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int NumTracks;
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uint32_t flags;
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uint32_t flags;
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} const StepsTypes[NUM_STEPS_TYPES] = {
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} const StepsTypes[NUM_StepsType] = {
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{ "dance-single", 4, ST_FLAGS_NONE },
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{ "dance-single", 4, ST_FLAGS_NONE },
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{ "dance-double", 8, ST_FLAGS_NONE },
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{ "dance-double", 8, ST_FLAGS_NONE },
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{ "dance-couple", 8, ST_FLAGS_NONE },
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{ "dance-couple", 8, ST_FLAGS_NONE },
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@@ -2779,13 +2779,13 @@ bool GameManager::IsGameEnabled( const Game *pGame ) const
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int GameManager::StepsTypeToNumTracks( StepsType st )
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int GameManager::StepsTypeToNumTracks( StepsType st )
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{
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{
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ASSERT_M( st < NUM_STEPS_TYPES, ssprintf("%i", st) );
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ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
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return StepsTypes[st].NumTracks;
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return StepsTypes[st].NumTracks;
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}
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}
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bool GameManager::CanAutoGenStepsType( StepsType st )
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bool GameManager::CanAutoGenStepsType( StepsType st )
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{
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{
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ASSERT_M( st < NUM_STEPS_TYPES, ssprintf("%d", st) );
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ASSERT_M( st < NUM_StepsType, ssprintf("%d", st) );
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return !(StepsTypes[st].flags & ST_FLAGS_DONT_AUTOGEN);
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return !(StepsTypes[st].flags & ST_FLAGS_DONT_AUTOGEN);
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}
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}
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@@ -2801,7 +2801,7 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
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if( sStepsType == "para" )
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if( sStepsType == "para" )
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sStepsType = "para-single";
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sStepsType = "para-single";
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for( int i=0; i<NUM_STEPS_TYPES; i++ )
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for( int i=0; i<NUM_StepsType; i++ )
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if( StepsTypes[i].name == sStepsType )
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if( StepsTypes[i].name == sStepsType )
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return StepsType(i);
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return StepsType(i);
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@@ -2812,7 +2812,7 @@ StepsType GameManager::StringToStepsType( RString sStepsType )
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RString GameManager::StepsTypeToString( StepsType st )
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RString GameManager::StepsTypeToString( StepsType st )
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{
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{
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ASSERT_M( st < NUM_STEPS_TYPES, ssprintf("%i", st) );
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ASSERT_M( st < NUM_StepsType, ssprintf("%i", st) );
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return StepsTypes[st].name;
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return StepsTypes[st].name;
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}
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}
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@@ -199,7 +199,7 @@ public:
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//
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//
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// Category high scores
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// Category high scores
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//
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//
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HighScoreList m_CategoryHighScores[NUM_STEPS_TYPES][NUM_RANKING_CATEGORIES];
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HighScoreList m_CategoryHighScores[NUM_StepsType][NUM_RANKING_CATEGORIES];
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void AddCategoryHighScore( StepsType st, RankingCategory rc, HighScore hs, int &iIndexOut );
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void AddCategoryHighScore( StepsType st, RankingCategory rc, HighScore hs, int &iIndexOut );
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HighScoreList& GetCategoryHighScoreList( StepsType st, RankingCategory rc );
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HighScoreList& GetCategoryHighScoreList( StepsType st, RankingCategory rc );
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@@ -784,7 +784,7 @@ void Song::SaveToDWIFile()
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void Song::AddAutoGenNotes()
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void Song::AddAutoGenNotes()
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{
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{
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bool HasNotes[NUM_STEPS_TYPES];
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bool HasNotes[NUM_StepsType];
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memset( HasNotes, 0, sizeof(HasNotes) );
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memset( HasNotes, 0, sizeof(HasNotes) );
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for( unsigned i=0; i < m_vpSteps.size(); i++ ) // foreach Steps
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for( unsigned i=0; i < m_vpSteps.size(); i++ ) // foreach Steps
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{
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{
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@@ -1074,7 +1074,7 @@ RString Song::GetTranslitFullTitle() const
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void Song::AddSteps( Steps* pSteps )
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void Song::AddSteps( Steps* pSteps )
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{
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{
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m_vpSteps.push_back( pSteps );
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m_vpSteps.push_back( pSteps );
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ASSERT_M( pSteps->m_StepsType < NUM_STEPS_TYPES, ssprintf("%i", pSteps->m_StepsType) );
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ASSERT_M( pSteps->m_StepsType < NUM_StepsType, ssprintf("%i", pSteps->m_StepsType) );
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m_vpStepsByType[pSteps->m_StepsType].push_back( pSteps );
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m_vpStepsByType[pSteps->m_StepsType].push_back( pSteps );
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}
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}
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@@ -218,7 +218,7 @@ public:
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private:
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private:
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vector<Steps*> m_vpSteps;
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vector<Steps*> m_vpSteps;
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vector<Steps*> m_vpStepsByType[NUM_STEPS_TYPES];
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vector<Steps*> m_vpStepsByType[NUM_StepsType];
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};
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};
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#endif
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#endif
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