Add Pump it Up's X Mode (thanks to StepNXA); this version should work with all gametypes and stepstypes.

This commit is contained in:
AJ Kelly
2010-05-02 10:15:02 -05:00
parent 9c4856e612
commit bff6eb0469
3 changed files with 40 additions and 16 deletions
+4 -5
View File
@@ -149,6 +149,7 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
AddPart( AddTo, m_fEffects[EFFECT_TIPSY], "Tipsy" );
AddPart( AddTo, m_fEffects[EFFECT_BUMPY], "Bumpy" );
AddPart( AddTo, m_fEffects[EFFECT_BEAT], "Beat" );
AddPart( AddTo, m_fEffects[EFFECT_XMODE], "XMode" );
AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN], "Hidden" );
AddPart( AddTo, m_fAppearances[APPEARANCE_HIDDEN_OFFSET], "HiddenOffset" );
@@ -163,7 +164,6 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
AddPart( AddTo, m_fScrolls[SCROLL_ALTERNATE], "Alternate" );
AddPart( AddTo, m_fScrolls[SCROLL_CROSS], "Cross" );
AddPart( AddTo, m_fScrolls[SCROLL_CENTERED], "Centered" );
//AddPart( AddTo, m_fScrolls[SCROLL_X], "XMode" );
AddPart( AddTo, m_fDark, "Dark" );
@@ -305,7 +305,6 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
}
}
sBit = asParts.back();
#define SET_FLOAT( opt ) { m_ ## opt = level; m_Speed ## opt = speed; }
@@ -328,7 +327,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
SET_FLOAT( fTimeSpacing )
m_fTimeSpacing = 1;
}
/* Port M-Mod's from OpenITG, starting from r537 */
/* Port M-Mods from OpenITG, starting from r537 */
// Midiman
else if( sscanf( sBit, "m%f", &level ) == 1 )
{
@@ -355,6 +354,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
else if( sBit == "tipsy" ) SET_FLOAT( fEffects[EFFECT_TIPSY] )
else if( sBit == "bumpy" ) SET_FLOAT( fEffects[EFFECT_BUMPY] )
else if( sBit == "beat" ) SET_FLOAT( fEffects[EFFECT_BEAT] )
else if( sBit == "xmode" ) SET_FLOAT( fEffects[EFFECT_XMODE] )
else if( sBit == "hidden" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN] )
else if( sBit == "hiddenoffset" ) SET_FLOAT( fAppearances[APPEARANCE_HIDDEN_OFFSET] )
else if( sBit == "sudden" ) SET_FLOAT( fAppearances[APPEARANCE_SUDDEN] )
@@ -391,7 +391,6 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
else if( sBit == "alternate" ) SET_FLOAT( fScrolls[SCROLL_ALTERNATE] )
else if( sBit == "cross" ) SET_FLOAT( fScrolls[SCROLL_CROSS] )
else if( sBit == "centered" ) SET_FLOAT( fScrolls[SCROLL_CENTERED] )
//else if( sBit == "xmode" ) SET_FLOAT( fScrolls[SCROLL_X] )
else if( sBit == "noholds" ) m_bTransforms[TRANSFORM_NOHOLDS] = on;
else if( sBit == "norolls" ) m_bTransforms[TRANSFORM_NOROLLS] = on;
else if( sBit == "nomines" ) m_bTransforms[TRANSFORM_NOMINES] = on;
@@ -611,7 +610,7 @@ float PlayerOptions::GetReversePercentForColumn( int iCol ) const
int iNumCols = GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer;
f += m_fScrolls[SCROLL_REVERSE];
if( iCol >= iNumCols/2 )
f += m_fScrolls[SCROLL_SPLIT];