Changed Steps picking logic in ScreenGameplaySyncMachine; now playable Steps are chosen, instead of whatever NoteData happens to be first.
Also added pump-single data to ScreenGameplaySyncMachine music.sm.
This commit is contained in:
@@ -19,6 +19,9 @@ sm-ssc v1.2 | 201012xx
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* [ScreenNetSelectMusic] StepsDisplay changed to load from StepsDisplayNet. [freem]
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* [RoomWheelItem] Added OverPart (just like in MusicWheelItem). [freem]
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* [SongManager] Added GetSongRank(Song) Lua binding. [freem]
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* Changed Steps picking logic in ScreenGameplaySyncMachine; now playable Steps
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are chosen, instead of whatever NoteData happens to be first.
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Also added pump-single data to ScreenGameplaySyncMachine music.sm. [freem]
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20101225
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--------
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@@ -96,3 +96,80 @@
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1000
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0001
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;
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//---------------dance-single - blank----------------
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#NOTES:
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pump-single:
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blank:
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Beginner:
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1:
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0.302,0.205,0.000,0.000,0.000:
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// measure 1
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00000
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00000
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, // measure 2
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, // measure 3
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, // measure 4
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, // measure 5
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, // measure 6
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, // measure 7
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, // measure 8
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;
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@@ -96,3 +96,80 @@
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1000
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0001
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;
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//---------------dance-single - blank----------------
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#NOTES:
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pump-single:
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blank:
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Beginner:
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1:
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0.302,0.205,0.000,0.000,0.000:
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// measure 1
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00000
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00000
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00000
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00000
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, // measure 2
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10000
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00001
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00001
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00001
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10000
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00001
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, // measure 3
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10000
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00001
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00001
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00001
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, // measure 4
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10000
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00001
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00001
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, // measure 5
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00001
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, // measure 6
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, // measure 7
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, // measure 8
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;
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@@ -24,8 +24,11 @@ void ScreenGameplaySyncMachine::Init()
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m_Song.TidyUpData();
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GAMESTATE->m_pCurSong.Set( &m_Song );
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Steps *pSteps = SongUtil::GetOneSteps( &m_Song );
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ASSERT( pSteps );
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// needs proper StepsType - freem
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vector<Steps*> vpSteps;
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SongUtil::GetPlayableSteps( &m_Song, vpSteps );
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ASSERT(vpSteps.size() > 0);
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Steps *pSteps = vpSteps[0];
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GAMESTATE->m_pCurSteps[0].Set( pSteps );
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GamePreferences::m_AutoPlay.Set( PC_HUMAN );
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