Use generic names for TapNoteScore values since they are treated genericly by the code.
Theme changes coming...
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@@ -61,37 +61,37 @@ public:
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Preference<float> m_fJudgeWindowScale;
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Preference<float> m_fJudgeWindowAdd; // this is useful for compensating for changes in sampling rate between devices
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Preference<float> m_fJudgeWindowSecondsMarvelous;
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Preference<float> m_fJudgeWindowSecondsPerfect;
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Preference<float> m_fJudgeWindowSecondsGreat;
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Preference<float> m_fJudgeWindowSecondsGood;
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Preference<float> m_fJudgeWindowSecondsBoo;
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Preference<float> m_fJudgeWindowSecondsOK;
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Preference<float> m_fJudgeWindowSecondsTier1;
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Preference<float> m_fJudgeWindowSecondsTier2;
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Preference<float> m_fJudgeWindowSecondsTier3;
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Preference<float> m_fJudgeWindowSecondsTier4;
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Preference<float> m_fJudgeWindowSecondsTier5;
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Preference<float> m_fJudgeWindowSecondsHeld;
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Preference<float> m_fJudgeWindowSecondsRoll;
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Preference<float> m_fJudgeWindowSecondsMine;
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Preference<float> m_fJudgeWindowSecondsAttack;
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Preference<float> m_fLifeDifficultyScale;
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Preference<float> m_fLifeDeltaPercentChangeMarvelous;
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Preference<float> m_fLifeDeltaPercentChangePerfect;
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Preference<float> m_fLifeDeltaPercentChangeGreat;
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Preference<float> m_fLifeDeltaPercentChangeGood;
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Preference<float> m_fLifeDeltaPercentChangeBoo;
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Preference<float> m_fLifeDeltaPercentChangeTier1;
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Preference<float> m_fLifeDeltaPercentChangeTier2;
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Preference<float> m_fLifeDeltaPercentChangeTier3;
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Preference<float> m_fLifeDeltaPercentChangeTier4;
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Preference<float> m_fLifeDeltaPercentChangeTier5;
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Preference<float> m_fLifeDeltaPercentChangeMiss;
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Preference<float> m_fLifeDeltaPercentChangeHitMine;
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Preference<float> m_fLifeDeltaPercentChangeOK;
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Preference<float> m_fLifeDeltaPercentChangeNG;
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Preference<float> m_fLifeDeltaPercentChangeHeld;
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Preference<float> m_fLifeDeltaPercentChangeLetGo;
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// tug meter used in rave
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Preference<float> m_fTugMeterPercentChangeMarvelous;
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Preference<float> m_fTugMeterPercentChangePerfect;
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Preference<float> m_fTugMeterPercentChangeGreat;
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Preference<float> m_fTugMeterPercentChangeGood;
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Preference<float> m_fTugMeterPercentChangeBoo;
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Preference<float> m_fTugMeterPercentChangeTier1;
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Preference<float> m_fTugMeterPercentChangeTier2;
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Preference<float> m_fTugMeterPercentChangeTier3;
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Preference<float> m_fTugMeterPercentChangeTier4;
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Preference<float> m_fTugMeterPercentChangeTier5;
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Preference<float> m_fTugMeterPercentChangeMiss;
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Preference<float> m_fTugMeterPercentChangeHitMine;
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Preference<float> m_fTugMeterPercentChangeOK;
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Preference<float> m_fTugMeterPercentChangeNG;
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Preference<float> m_fTugMeterPercentChangeHeld;
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Preference<float> m_fTugMeterPercentChangeLetGo;
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// Whoever added these: Please add a comment saying what they do. -Chris
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Preference<int> m_iRegenComboAfterFail;
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@@ -106,49 +106,49 @@ public:
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Preference<bool> m_bMercifulBeginner; // don't subtract from percent score or grade DP, larger boo window
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// percent score (the number that is shown on the screen and saved to memory card)
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Preference<int> m_iPercentScoreWeightMarvelous;
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Preference<int> m_iPercentScoreWeightPerfect;
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Preference<int> m_iPercentScoreWeightGreat;
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Preference<int> m_iPercentScoreWeightGood;
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Preference<int> m_iPercentScoreWeightBoo;
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Preference<int> m_iPercentScoreWeightTier1;
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Preference<int> m_iPercentScoreWeightTier2;
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Preference<int> m_iPercentScoreWeightTier3;
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Preference<int> m_iPercentScoreWeightTier4;
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Preference<int> m_iPercentScoreWeightTier5;
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Preference<int> m_iPercentScoreWeightMiss;
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Preference<int> m_iPercentScoreWeightHitMine;
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Preference<int> m_iPercentScoreWeightOK;
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Preference<int> m_iPercentScoreWeightNG;
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Preference<int> m_iPercentScoreWeightHeld;
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Preference<int> m_iPercentScoreWeightLetGo;
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// grades are calculated based on a percentage, but might have different weights than the percent score
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Preference<int> m_iGradeWeightMarvelous;
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Preference<int> m_iGradeWeightPerfect;
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Preference<int> m_iGradeWeightGreat;
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Preference<int> m_iGradeWeightGood;
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Preference<int> m_iGradeWeightBoo;
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Preference<int> m_iGradeWeightTier1;
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Preference<int> m_iGradeWeightTier2;
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Preference<int> m_iGradeWeightTier3;
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Preference<int> m_iGradeWeightTier4;
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Preference<int> m_iGradeWeightTier5;
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Preference<int> m_iGradeWeightMiss;
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Preference<int> m_iGradeWeightHitMine;
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Preference<int> m_iGradeWeightOK;
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Preference<int> m_iGradeWeightNG;
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Preference<int> m_iGradeWeightHeld;
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Preference<int> m_iGradeWeightLetGo;
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// super meter used in rave
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Preference<float> m_fSuperMeterPercentChangeMarvelous;
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Preference<float> m_fSuperMeterPercentChangePerfect;
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Preference<float> m_fSuperMeterPercentChangeGreat;
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Preference<float> m_fSuperMeterPercentChangeGood;
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Preference<float> m_fSuperMeterPercentChangeBoo;
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Preference<float> m_fSuperMeterPercentChangeTier1;
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Preference<float> m_fSuperMeterPercentChangeTier2;
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Preference<float> m_fSuperMeterPercentChangeTier3;
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Preference<float> m_fSuperMeterPercentChangeTier4;
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Preference<float> m_fSuperMeterPercentChangeTier5;
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Preference<float> m_fSuperMeterPercentChangeMiss;
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Preference<float> m_fSuperMeterPercentChangeHitMine;
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Preference<float> m_fSuperMeterPercentChangeOK;
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Preference<float> m_fSuperMeterPercentChangeNG;
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Preference<float> m_fSuperMeterPercentChangeHeld;
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Preference<float> m_fSuperMeterPercentChangeLetGo;
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Preference<float> m_bMercifulSuperMeter; // negative super deltas are scaled by the players life percentage
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// time meter used in survival
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Preference<float> m_fTimeMeterSecondsChangeMarvelous;
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Preference<float> m_fTimeMeterSecondsChangePerfect;
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Preference<float> m_fTimeMeterSecondsChangeGreat;
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Preference<float> m_fTimeMeterSecondsChangeGood;
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Preference<float> m_fTimeMeterSecondsChangeBoo;
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Preference<float> m_fTimeMeterSecondsChangeTier1;
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Preference<float> m_fTimeMeterSecondsChangeTier2;
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Preference<float> m_fTimeMeterSecondsChangeTier3;
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Preference<float> m_fTimeMeterSecondsChangeTier4;
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Preference<float> m_fTimeMeterSecondsChangeTier5;
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Preference<float> m_fTimeMeterSecondsChangeMiss;
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Preference<float> m_fTimeMeterSecondsChangeHitMine;
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Preference<float> m_fTimeMeterSecondsChangeOK;
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Preference<float> m_fTimeMeterSecondsChangeNG;
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Preference<float> m_fTimeMeterSecondsChangeHeld;
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Preference<float> m_fTimeMeterSecondsChangeLetGo;
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Preference<PlayerController> m_AutoPlay;
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Preference<bool> m_bDelayedBack;
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@@ -161,8 +161,8 @@ public:
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Preference<MusicWheelUsesSections> m_MusicWheelUsesSections;
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Preference<int> m_iMusicWheelSwitchSpeed;
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Preference<bool> m_bEasterEggs;
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enum MarvelousTiming { MARVELOUS_NEVER, MARVELOUS_COURSES_ONLY, MARVELOUS_EVERYWHERE };
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Preference<MarvelousTiming> m_MarvelousTiming;
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enum Tier1Timing { TIER1_NEVER, TIER1_COURSES_ONLY, TIER1_EVERYWHERE };
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Preference<Tier1Timing> m_Tier1Timing;
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Preference<bool> m_bEventMode;
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Preference<int> m_iCoinsPerCredit;
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Preference<int> m_iSongsPerPlay;
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