comment/cleanup
This commit is contained in:
+38
-40
@@ -107,24 +107,24 @@ static Preference<Premium> g_Premium( "Premium", Premium_Off );
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Preference<bool> GameState::m_bAutoJoin( "AutoJoin", false );
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GameState::GameState() :
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m_pCurGame( Message_CurrentGameChanged ),
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m_pCurGame( Message_CurrentGameChanged ),
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m_pCurStyle( Message_CurrentStyleChanged ),
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m_PlayMode( Message_PlayModeChanged ),
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m_iCoins( Message_CoinsChanged ),
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m_sPreferredSongGroup( Message_PreferredSongGroupChanged ),
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m_PlayMode( Message_PlayModeChanged ),
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m_iCoins( Message_CoinsChanged ),
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m_sPreferredSongGroup( Message_PreferredSongGroupChanged ),
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m_sPreferredCourseGroup( Message_PreferredCourseGroupChanged ),
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m_PreferredStepsType( Message_PreferredStepsTypeChanged ),
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m_PreferredDifficulty( Message_PreferredDifficultyP1Changed ),
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m_PreferredStepsType( Message_PreferredStepsTypeChanged ),
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m_PreferredDifficulty( Message_PreferredDifficultyP1Changed ),
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m_PreferredCourseDifficulty( Message_PreferredCourseDifficultyP1Changed ),
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m_SortOrder( Message_SortOrderChanged ),
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m_pCurSong( Message_CurrentSongChanged ),
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m_pCurSong( Message_CurrentSongChanged ),
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m_pCurSteps( Message_CurrentStepsP1Changed ),
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m_pCurCourse( Message_CurrentCourseChanged ),
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m_pCurTrail( Message_CurrentTrailP1Changed ),
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m_bGameplayLeadIn( Message_GameplayLeadInChanged ),
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m_bDidModeChangeNoteSkin( false ),
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m_stEdit( Message_EditStepsTypeChanged ),
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m_cdEdit( Message_EditCourseDifficultyChanged ),
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m_stEdit( Message_EditStepsTypeChanged ),
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m_cdEdit( Message_EditCourseDifficultyChanged ),
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m_pEditSourceSteps( Message_EditSourceStepsChanged ),
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m_stEditSource( Message_EditSourceStepsTypeChanged ),
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m_iEditCourseEntryIndex( Message_EditCourseEntryIndexChanged ),
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@@ -160,8 +160,7 @@ GameState::GameState() :
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m_Environment = new LuaTable;
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/* Don't reset yet; let the first screen do it, so we can
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* use PREFSMAN and THEME. */
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// Don't reset yet; let the first screen do it, so we can use PREFSMAN and THEME.
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// Reset();
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// Register with Lua.
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@@ -296,8 +295,8 @@ void GameState::Reset()
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SONGMAN->UpdatePopular();
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SONGMAN->UpdateShuffled();
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/* We may have cached trails from before everything was loaded (eg. from before
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* SongManager::UpdatePopular could be called). Erase the cache. */
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/* We may have cached trails from before everything was loaded (eg. from
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* before SongManager::UpdatePopular could be called). Erase the cache. */
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SONGMAN->RegenerateNonFixedCourses();
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STATSMAN->Reset();
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@@ -391,7 +390,7 @@ void GameState::UnjoinPlayer( PlayerNumber pn )
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msg.SetParam( "Player", pn );
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MESSAGEMAN->Broadcast( msg );
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/* If there are no players left, reset some non-player-specific stuff, too. */
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// If there are no players left, reset some non-player-specific stuff, too.
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if( m_MasterPlayerNumber == PLAYER_INVALID )
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{
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SongOptions so;
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@@ -401,7 +400,7 @@ void GameState::UnjoinPlayer( PlayerNumber pn )
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}
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}
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/* multiplayer join? */
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/* handle multiplayer join? */
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namespace
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{
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@@ -410,11 +409,11 @@ namespace
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if( !GAMESTATE->PlayersCanJoin() )
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return false;
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/* If this side is already in, don't re-join. */
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// If this side is already in, don't re-join.
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if( GAMESTATE->m_bSideIsJoined[pn] )
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return false;
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/* subtract coins */
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// subtract coins
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int iCoinsNeededToJoin = GAMESTATE->GetCoinsNeededToJoin();
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if( GAMESTATE->m_iCoins < iCoinsNeededToJoin )
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@@ -428,17 +427,17 @@ namespace
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}
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};
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/* Handle an input that can join a player. Return true if the player joined. */
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// Handle an input that can join a player. Return true if the player joined
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bool GameState::JoinInput( PlayerNumber pn )
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{
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/* When AutoJoin is enabled, join all players on a single start press. */
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// When AutoJoin is enabled, join all players on a single start press.
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if( GAMESTATE->m_bAutoJoin.Get() )
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return JoinPlayers();
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else
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return JoinInputInternal( pn );
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}
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/* Attempt to join all players, as if each player pressed Start. */
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// Attempt to join all players, as if each player pressed Start.
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bool GameState::JoinPlayers()
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{
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bool bJoined = false;
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@@ -465,8 +464,7 @@ int GameState::GetCoinsNeededToJoin() const
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return iCoinsToCharge;
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}
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/*
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* Game flow:
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/* Game flow:
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*
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* BeginGame() - the first player has joined; the game is starting.
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*
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@@ -481,8 +479,7 @@ int GameState::GetCoinsNeededToJoin() const
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* is up-to-date for Evaluation.
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*
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* FinishStage() - gameplay and evaluation is finished
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* Clears data which was stored by CommitStageStats.
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*/
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* Clears data which was stored by CommitStageStats. */
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void GameState::BeginGame()
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{
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m_timeGameStarted.Touch();
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@@ -499,7 +496,7 @@ void GameState::BeginGame()
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void GameState::LoadProfiles( bool bLoadEdits )
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{
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/* Unlock any cards that we might want to load. */
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// Unlock any cards that we might want to load.
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FOREACH_HumanPlayer( pn )
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if( !PROFILEMAN->IsPersistentProfile(pn) )
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MEMCARDMAN->UnlockCard( pn );
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@@ -519,7 +516,7 @@ void GameState::LoadProfiles( bool bLoadEdits )
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if( !bSuccess )
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continue;
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/* Lock the card on successful load, so we won't allow it to be changed. */
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// Lock the card on successful load, so we won't allow it to be changed.
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MEMCARDMAN->LockCard( pn );
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LoadCurrentSettingsFromProfile( pn );
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@@ -540,6 +537,7 @@ void GameState::SavePlayerProfile( PlayerNumber pn )
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{
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if( !PROFILEMAN->IsPersistentProfile(pn) )
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return;
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// AutoplayCPU should not save scores. -aj
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// xxx: this MAY cause issues with Multiplayer. However, without a working
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// Multiplayer build, we'll never know. -aj
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@@ -558,11 +556,11 @@ bool GameState::HaveProfileToLoad()
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{
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FOREACH_HumanPlayer( pn )
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{
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/* We won't load this profile if it's already loaded. */
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// We won't load this profile if it's already loaded.
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if( PROFILEMAN->IsPersistentProfile(pn) )
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continue;
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/* If a memory card is inserted, we'l try to load it. */
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// If a memory card is inserted, we'l try to load it.
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if( MEMCARDMAN->CardInserted(pn) )
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return true;
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if( !PROFILEMAN->m_sDefaultLocalProfileID[pn].Get().empty() )
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@@ -637,7 +635,7 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const
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// pCurSteps will still be set while no players are joined. -Chris
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if( pSteps && numSidesJoined > 0 )
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{
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/* If a style isn't set, use the style of the selected steps. */
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// If a style isn't set, use the style of the selected steps.
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StepsType st = pSteps->m_StepsType;
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pStyle = GAMEMAN->GetFirstCompatibleStyle( m_pCurGame, numSidesJoined, st );
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}
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@@ -652,7 +650,8 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const
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pStyle = vpStyles[0];
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}
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}
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/* Extra stages need to only count as one stage in case a multistage song is chosen. */
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/* Extra stages need to only count as one stage in case a multi-stage
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* song is chosen. */
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if( IsAnExtraStage() )
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iNumStagesOfThisSong = 1;
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else
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@@ -668,13 +667,13 @@ int GameState::GetNumStagesForCurrentSongAndStepsOrCourse() const
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return iNumStagesOfThisSong;
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}
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/* Called by ScreenGameplay. Set the length of the current song. */
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// Called by ScreenGameplay. Set the length of the current song.
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void GameState::BeginStage()
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{
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if( m_bDemonstrationOrJukebox )
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return;
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/* This should only be called once per stage. */
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// This should only be called once per stage.
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if( m_iNumStagesOfThisSong != 0 )
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LOG->Warn( "XXX: m_iNumStagesOfThisSong == %i?", m_iNumStagesOfThisSong );
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@@ -746,8 +745,8 @@ void GameState::CommitStageStats()
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}
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}
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/* Called by ScreenSelectMusic (etc). Increment the stage counter if we just played a
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* song. Might be called more than once. */
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/* Called by ScreenSelectMusic (etc). Increment the stage counter if we just
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* played a song. Might be called more than once. */
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void GameState::FinishStage()
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{
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// Increment the stage counter.
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@@ -800,9 +799,9 @@ void GameState::LoadCurrentSettingsFromProfile( PlayerNumber pn )
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RString sModifiers;
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if( pProfile->GetDefaultModifiers( m_pCurGame, sModifiers ) )
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{
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/* We don't save negative preferences (eg. "no reverse"). If the theme
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/* We don't save negative preferences (eg. "no reverse"). If the theme
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* sets a default of "reverse", and the player turns it off, we should
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* set it off. However, don't reset modifiers that aren't saved by the
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* set it off. However, don't reset modifiers that aren't saved by the
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* profile, so we don't ignore unsaved modifiers when a profile is in use. */
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PO_GROUP_CALL( m_pPlayerState[pn]->m_PlayerOptions, ModsLevel_Preferred, ResetSavedPrefs );
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ApplyPreferredModifiers( pn, sModifiers );
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@@ -966,7 +965,7 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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{
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// we got a warp in this section.
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LOG->Trace("warp at %i jumps to %i",m_iWarpBeginRow,m_iWarpEndRow);
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// i hate this part because how the shit do i convert rows to seconds?
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// i hate this part because how the hell do i convert rows to seconds?
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}
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/*
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// xxx testing: only do this on monotune survivor
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@@ -1083,7 +1082,6 @@ Stage GameState::GetCurrentStage() const
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// above function behaves weirdly, it will always return final stage if any player is
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// on final stage, rather than the last remaining player. The below method seems to make a bit more sense.
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else if(m_iPlayerStageTokens[PLAYER_1] == 0 && m_iPlayerStageTokens[PLAYER_2] == 0) return Stage_Final;
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// who gives a shit about stages -aj
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else
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{
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switch( this->m_iCurrentStageIndex )
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@@ -1101,7 +1099,7 @@ Stage GameState::GetCurrentStage() const
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int GameState::GetCourseSongIndex() const
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{
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/* iSongsPlayed includes the current song, so it's 1-based; subtract one. */
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// iSongsPlayed includes the current song, so it's 1-based; subtract one.
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if( GAMESTATE->m_bMultiplayer )
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{
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FOREACH_EnabledMultiPlayer(mp)
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@@ -1472,7 +1470,7 @@ void GameState::GetAllUsedNoteSkins( vector<RString> &out ) const
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{
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out.push_back( m_pPlayerState[pn]->m_PlayerOptions.GetCurrent().m_sNoteSkin );
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// Add note skins that are used in courses.
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// Add noteskins that are used in courses.
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if( IsCourseMode() )
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{
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const Trail *pTrail = m_pCurTrail[pn];
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