add ScreenGameplaySyncMachine
This commit is contained in:
@@ -39,6 +39,7 @@ ScreenGameplay.cpp ScreenGameplay.h \
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ScreenGameplayLesson.cpp ScreenGameplayLesson.h \
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ScreenGameplayMultiplayer.cpp ScreenGameplayMultiplayer.h \
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ScreenGameplayNormal.cpp ScreenGameplayNormal.h \
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ScreenGameplaySyncMachine.cpp ScreenGameplaySyncMachine.h \
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ScreenHowToPlay.cpp ScreenHowToPlay.h \
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ScreenInstructions.cpp ScreenInstructions.h \
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ScreenJoinMultiplayer.cpp ScreenJoinMultiplayer.h \
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@@ -0,0 +1,87 @@
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#include "global.h"
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#include "ScreenGameplaySyncMachine.h"
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#include "NotesLoaderSM.h"
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#include "GameState.h"
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#include "GameManager.h"
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#include "PrefsManager.h"
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REGISTER_SCREEN_CLASS( ScreenGameplaySyncMachine );
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void ScreenGameplaySyncMachine::Init()
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{
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->m_pCurStyle.Set( GAMEMAN->GetHowToPlayStyleForGame(GAMESTATE->m_pCurGame) );
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SMLoader ld;
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RString sFile = THEME->GetPathO("ScreenGameplaySyncMachine","music.sm");
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ld.LoadFromSMFile( sFile, m_Song );
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m_Song.SetSongDir( Dirname(sFile) );
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m_Song.TidyUpData();
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GAMESTATE->m_pCurSong.Set( &m_Song );
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Steps *pSteps = m_Song.GetOneSteps();
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ASSERT( pSteps );
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GAMESTATE->m_pCurSteps[0].Set( pSteps );
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GAMESTATE->m_SongOptions.m_AutosyncType = SongOptions::AUTOSYNC_MACHINE;
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PREFSMAN->m_AutoPlay.Set( PC_HUMAN );
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ScreenGameplayNormal::Init( false );
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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m_DancingState = STATE_DANCING;
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}
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void ScreenGameplaySyncMachine::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_NotesEnded )
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{
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ResetAndRestartCurrentSong();
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return; // handled
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}
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else if( SM == SM_GoToPrevScreen )
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{
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GAMESTATE->m_pCurSong.Set( NULL );
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}
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else if( SM == SM_GoToNextScreen )
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{
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GAMESTATE->m_pCurSong.Set( NULL );
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}
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ScreenGameplayNormal::HandleScreenMessage( SM );
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}
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void ScreenGameplaySyncMachine::ResetAndRestartCurrentSong()
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{
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m_pSoundMusic->Stop();
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ReloadCurrentSong();
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StartPlayingSong( 4, 0 );
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -0,0 +1,45 @@
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/* ScreenGameplaySyncMachine - */
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#ifndef ScreenGameplaySyncMachine_H
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#define ScreenGameplaySyncMachine_H
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#include "ScreenGameplayNormal.h"
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class ScreenGameplaySyncMachine : public ScreenGameplayNormal
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{
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public:
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virtual void Init();
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void HandleScreenMessage( const ScreenMessage SM );
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void ResetAndRestartCurrentSong();
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protected:
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Song m_Song;
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const Steps *m_pSteps;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -37,57 +37,59 @@ static RString GetPromptText()
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vector<RString> vsSongChanges;
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if( GAMESTATE->m_pCurSong.Get() )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_SONG_OFFSET.GetValue()+"\n\n",
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fOld,
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fNew,
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fDelta,
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(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_SONG_OFFSET.GetValue()+"\n\n",
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fOld,
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fNew,
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fDelta,
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(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_BPM.GetValue()+"\n\n",
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i+1,
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fOld,
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fNew,
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fDelta ) );
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_STOP.GetValue()+"\n\n",
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i+1,
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fOld,
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fNew,
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fDelta ) );
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}
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_BPM.GetValue()+"\n\n",
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i+1,
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fOld,
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fNew,
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fDelta ) );
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_STOP.GetValue()+"\n\n",
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i+1,
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fOld,
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fNew,
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fDelta ) );
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}
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}
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if( !vsSongChanges.empty() )
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{
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s += ssprintf(
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@@ -373,6 +373,12 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
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<File
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RelativePath=".\ScreenGameplayNormal.h">
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</File>
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<File
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RelativePath=".\ScreenGameplaySyncMachine.cpp">
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</File>
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<File
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RelativePath=".\ScreenGameplaySyncMachine.h">
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</File>
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<File
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RelativePath="ScreenHowToPlay.cpp">
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</File>
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@@ -2788,6 +2788,14 @@ SOURCE=.\ScreenGameplayNormal.h
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# End Source File
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# Begin Source File
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SOURCE=.\ScreenGameplaySyncMachine.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ScreenGameplaySyncMachine.h
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# End Source File
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# Begin Source File
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SOURCE=.\ScreenHowToPlay.cpp
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# End Source File
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# Begin Source File
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@@ -23,7 +23,6 @@
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#include "SpecialFiles.h"
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#include "EnumHelper.h"
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ThemeManager* THEME = NULL; // global object accessable from anywhere in the program
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static const char *ElementCategoryNames[] = {
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@@ -19,7 +19,7 @@ struct lua_State;
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struct BackgroundChange;
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const int MAX_EDITS_PER_SONG_PER_PROFILE = 5;
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const int MAX_EDITS_PER_SONG = 5*NUM_ProfileSlot;
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const int MAX_EDITS_PER_SONG = 5*NUM_ProfileSlot;
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extern const int FILE_CACHE_VERSION;
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@@ -42,8 +42,9 @@ struct LyricSegment
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class Song
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{
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RString m_sSongDir;
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public:
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void SetSongDir( const RString sDir ) { m_sSongDir = sDir; }
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/* Set when this song should be displayed in the music wheel: */
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enum SelectionDisplay
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{
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