VC6 cleanup. Remove .GetValue() "fixes" by overloading binary operators.
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@@ -636,10 +636,10 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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if( arrayWheelItemDatas[i].m_Type == TYPE_SONG )
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bFoundAnySong = true;
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if( SHOW_RANDOM.GetValue() && bFoundAnySong )
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if( SHOW_RANDOM && bFoundAnySong )
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arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1)) );
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if( SHOW_PORTAL.GetValue() && bFoundAnySong )
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if( SHOW_PORTAL && bFoundAnySong )
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arrayWheelItemDatas.push_back( WheelItemData(TYPE_PORTAL, NULL, "", NULL, RageColor(1,0,0,1)) );
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}
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@@ -783,7 +783,7 @@ void MusicWheel::GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, fl
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// printf( "fRotationX_out = %f\n", fRotationX_out );
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}
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else if(!USE_LINEAR_WHEEL.GetValue())
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else if(!USE_LINEAR_WHEEL)
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{
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fX_out = (1-cosf(fPosOffsetsFromMiddle/PI))*ITEM_CURVE_X;
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fY_out = fPosOffsetsFromMiddle*ITEM_SPACING_Y;
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@@ -27,7 +27,7 @@ ScreenAttract::ScreenAttract( CString sName, bool bResetGameState ) : ScreenWith
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GAMESTATE->Reset();
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// increment times through attract count
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if( m_sName == INITIAL_SCREEN.GetValue() )
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if( INITIAL_SCREEN == m_sName )
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GAMESTATE->m_iNumTimesThroughAttract++;
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}
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@@ -63,7 +63,7 @@ void DeleteCurSteps( void* pThrowAway )
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Song* pSong = GAMESTATE->m_pCurSong;
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Steps* pStepsToDelete = GAMESTATE->m_pCurSteps[PLAYER_1];
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pSong->RemoveSteps( pStepsToDelete );
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if( !HOME_EDIT_MODE.GetValue() )
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if( !HOME_EDIT_MODE )
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{
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pSong->Save();
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SCREENMAN->ZeroNextUpdate();
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@@ -1769,8 +1769,8 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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*
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* However, if this is also a style button, don't do this. (pump center = start) */
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bool bHoldingGiveUp = false;
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bHoldingGiveUp |= (MenuI.button == MENU_BUTTON_START && !StyleI.IsValid() && START_GIVES_UP.GetValue());
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bHoldingGiveUp |= (MenuI.button == MENU_BUTTON_BACK && !StyleI.IsValid() && BACK_GIVES_UP.GetValue());
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bHoldingGiveUp |= ( START_GIVES_UP && MenuI.button == MENU_BUTTON_START && !StyleI.IsValid() );
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bHoldingGiveUp |= ( BACK_GIVES_UP && MenuI.button == MENU_BUTTON_BACK && !StyleI.IsValid() );
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if( bHoldingGiveUp )
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{
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@@ -1792,7 +1792,7 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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/* Only handle MENU_BUTTON_BACK as a regular BACK button if BACK_GIVES_UP is
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* disabled. */
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if( MenuI.button == MENU_BUTTON_BACK && !BACK_GIVES_UP.GetValue() )
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if( MenuI.button == MENU_BUTTON_BACK && !BACK_GIVES_UP )
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{
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if( ((!PREFSMAN->m_bDelayedBack && type==IET_FIRST_PRESS) ||
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(DeviceI.device==DEVICE_KEYBOARD && (type==IET_SLOW_REPEAT||type==IET_FAST_REPEAT)) ||
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@@ -67,7 +67,7 @@ void ScreenSplash::MenuStart( PlayerNumber pn )
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{
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if( IsTransitioning() )
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return;
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if( !ALLOW_START_TO_SKIP.GetValue() )
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if( !ALLOW_START_TO_SKIP )
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return;
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this->ClearMessageQueue( SM_PrepScreen );
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HandleScreenMessage( SM_PrepScreen );
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@@ -150,7 +150,7 @@ void ScreenStage::MenuBack( PlayerNumber pn )
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() || m_Back.IsTransitioning() )
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return;
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if( !ALLOW_BACK.GetValue() )
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if( !ALLOW_BACK )
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return;
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this->ClearMessageQueue();
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@@ -77,6 +77,12 @@ public:
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{
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return m_currentValue;
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}
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//Hacks for VC6 for all boolean operators.
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bool operator ! () const { return !m_currentValue; }
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bool operator && ( const T& input ) const { return m_currentValue && input; }
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bool operator || ( const T& input ) const { return m_currentValue || input; }
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bool operator == ( const T& input ) const { return m_currentValue == input; }
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};
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typedef CString (*MetricName1D)(size_t N);
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