merge.
a bit more about autokeysounds: when I add this RageSoundReader_Extend, I'm not sure whether the "autokeysounds are delayed" bug will come back or not. Someone on Windows please test it.
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+30
-42
@@ -946,33 +946,27 @@ void NoteField::DrawPrimitives()
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}
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}
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if( GAMESTATE->m_bIsUsingStepTiming )
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// Tickcount text
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for (i = 0; i < segs[SEGMENT_TICKCOUNT].size(); i++)
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{
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// Tickcount text
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for (i = 0; i < segs[SEGMENT_TICKCOUNT].size(); i++)
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TickcountSegment *seg = static_cast<TickcountSegment *>(segs[SEGMENT_TICKCOUNT][i]);
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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{
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TickcountSegment *seg = static_cast<TickcountSegment *>(segs[SEGMENT_TICKCOUNT][i]);
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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DrawTickcountText( fBeat, seg->GetTicks() );
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}
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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DrawTickcountText( fBeat, seg->GetTicks() );
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}
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}
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if( GAMESTATE->m_bIsUsingStepTiming )
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// Combo text
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for (i = 0; i < segs[SEGMENT_COMBO].size(); i++)
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{
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// Combo text
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for (i = 0; i < segs[SEGMENT_COMBO].size(); i++)
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ComboSegment *seg = static_cast<ComboSegment *>(segs[SEGMENT_COMBO][i]);
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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{
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ComboSegment *seg = static_cast<ComboSegment *>(segs[SEGMENT_COMBO][i]);
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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DrawComboText( fBeat, seg->GetCombo(), seg->GetMissCombo() );
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}
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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DrawComboText( fBeat, seg->GetCombo(), seg->GetMissCombo() );
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}
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}
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@@ -988,34 +982,28 @@ void NoteField::DrawPrimitives()
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}
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}
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if( GAMESTATE->m_bIsUsingStepTiming )
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// Speed text
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for (i = 0; i < segs[SEGMENT_SPEED].size(); i++)
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{
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// Speed text
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for (i = 0; i < segs[SEGMENT_SPEED].size(); i++)
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SpeedSegment *seg = static_cast<SpeedSegment *>(segs[SEGMENT_SPEED][i]);
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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{
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SpeedSegment *seg = static_cast<SpeedSegment *>(segs[SEGMENT_SPEED][i]);
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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DrawSpeedText(fBeat, seg->GetRatio(),
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seg->GetDelay(), seg->GetUnit() );
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}
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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DrawSpeedText(fBeat, seg->GetRatio(),
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seg->GetDelay(), seg->GetUnit() );
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}
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}
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// Fake text
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if( GAMESTATE->m_bIsUsingStepTiming )
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for (i = 0; i < segs[SEGMENT_FAKE].size(); i++)
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{
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for (i = 0; i < segs[SEGMENT_FAKE].size(); i++)
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FakeSegment *seg = static_cast<FakeSegment *>(segs[SEGMENT_FAKE][i]);
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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{
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FakeSegment *seg = static_cast<FakeSegment *>(segs[SEGMENT_FAKE][i]);
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if( seg->GetRow() >= iFirstRowToDraw && seg->GetRow() <= iLastRowToDraw )
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{
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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DrawFakeText( fBeat, seg->GetLength() );
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}
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float fBeat = seg->GetBeat();
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if( IS_ON_SCREEN(fBeat) )
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DrawFakeText( fBeat, seg->GetLength() );
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}
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}
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