options name cleanup, fixes
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@@ -58,74 +58,80 @@ public:
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bool m_bEventMode;
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float m_fJudgeWindowScale;
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float m_fJudgeWindowSecondsMarvelous;
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float m_fJudgeWindowSecondsPerfect;
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float m_fJudgeWindowSecondsGreat;
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float m_fJudgeWindowSecondsGood;
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float m_fJudgeWindowSecondsBoo;
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float m_fJudgeWindowSecondsOK;
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float m_fJudgeWindowSecondsMine;
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float m_fJudgeWindowSecondsAttack;
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float m_fLifeDifficultyScale;
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float m_fJudgeWindowMarvelousSeconds;
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float m_fJudgeWindowPerfectSeconds;
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float m_fJudgeWindowGreatSeconds;
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float m_fJudgeWindowGoodSeconds;
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float m_fJudgeWindowBooSeconds;
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float m_fJudgeWindowOKSeconds;
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float m_fJudgeWindowMineSeconds;
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float m_fJudgeWindowAttackSeconds;
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float m_fLifeDeltaPercentChangeMarvelous;
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float m_fLifeDeltaPercentChangePerfect;
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float m_fLifeDeltaPercentChangeGreat;
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float m_fLifeDeltaPercentChangeGood;
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float m_fLifeDeltaPercentChangeBoo;
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float m_fLifeDeltaPercentChangeMiss;
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float m_fLifeDeltaPercentChangeHitMine;
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float m_fLifeDeltaPercentChangeOK;
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float m_fLifeDeltaPercentChangeNG;
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float m_fLifeDeltaMarvelousPercentChange;
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float m_fLifeDeltaPerfectPercentChange;
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float m_fLifeDeltaGreatPercentChange;
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float m_fLifeDeltaGoodPercentChange;
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float m_fLifeDeltaBooPercentChange;
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float m_fLifeDeltaMissPercentChange;
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float m_fLifeDeltaHitMinePercentChange;
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float m_fLifeDeltaOKPercentChange;
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float m_fLifeDeltaNGPercentChange;
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// tug meter used in rave
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float m_fTugMeterMarvelousPercentChange;
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float m_fTugMeterPerfectPercentChange;
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float m_fTugMeterGreatPercentChange;
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float m_fTugMeterGoodPercentChange;
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float m_fTugMeterBooPercentChange;
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float m_fTugMeterMissPercentChange;
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float m_fTugMeterHitMinePercentChange;
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float m_fTugMeterOKPercentChange;
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float m_fTugMeterNGPercentChange;
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float m_fTugMeterPercentChangeMarvelous;
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float m_fTugMeterPercentChangePerfect;
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float m_fTugMeterPercentChangeGreat;
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float m_fTugMeterPercentChangeGood;
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float m_fTugMeterPercentChangeBoo;
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float m_fTugMeterPercentChangeMiss;
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float m_fTugMeterPercentChangeHitMine;
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float m_fTugMeterPercentChangeOK;
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float m_fTugMeterPercentChangeNG;
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// Whoever added these: Please add a comment saying what they do. -Chris
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int m_iRegenComboAfterFail;
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int m_iRegenComboAfterMiss;
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int m_iMaxRegenComboAfterFail;
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int m_iMaxRegenComboAfterMiss;
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bool m_bTwoPlayerRecovery;
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bool m_bMercifulDrain;
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bool m_bMercifulDrain; // negative life deltas are scaled by the players life percentage
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int m_iPercentScoreMarvelousWeight;
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int m_iPercentScorePerfectWeight;
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int m_iPercentScoreGreatWeight;
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int m_iPercentScoreGoodWeight;
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int m_iPercentScoreBooWeight;
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int m_iPercentScoreMissWeight;
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int m_iPercentScoreHitMineWeight;
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int m_iPercentScoreOKWeight;
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int m_iPercentScoreNGWeight;
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int m_iGradeMarvelousWeight;
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int m_iGradePerfectWeight;
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int m_iGradeGreatWeight;
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int m_iGradeGoodWeight;
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int m_iGradeBooWeight;
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int m_iGradeMissWeight;
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int m_iGradeHitMineWeight;
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int m_iGradeOKWeight;
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int m_iGradeNGWeight;
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bool m_bGradeTier1IsAllMarvelouses;
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bool m_bGradeTier2IsAllPerfects;
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float m_fGradePercentTier[NUM_GRADE_TIERS];
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// percent score (the number that is shown on the screen and saved to memory card)
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int m_iPercentScoreWeightMarvelous;
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int m_iPercentScoreWeightPerfect;
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int m_iPercentScoreWeightGreat;
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int m_iPercentScoreWeightGood;
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int m_iPercentScoreWeightBoo;
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int m_iPercentScoreWeightMiss;
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int m_iPercentScoreWeightHitMine;
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int m_iPercentScoreWeightOK;
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int m_iPercentScoreWeightNG;
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float m_fSuperMeterMarvelousPercentChange;
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float m_fSuperMeterPerfectPercentChange;
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float m_fSuperMeterGreatPercentChange;
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float m_fSuperMeterGoodPercentChange;
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float m_fSuperMeterBooPercentChange;
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float m_fSuperMeterMissPercentChange;
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float m_fSuperMeterHitMinePercentChange;
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float m_fSuperMeterOKPercentChange;
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float m_fSuperMeterNGPercentChange;
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bool m_bMercifulSuperMeter;
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// grades are calculated based on a percentage, but might have different weights than the percent score
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int m_iGradeWeightMarvelous;
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int m_iGradeWeightPerfect;
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int m_iGradeWeightGreat;
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int m_iGradeWeightGood;
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int m_iGradeWeightBoo;
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int m_iGradeWeightMiss;
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int m_iGradeWeightHitMine;
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int m_iGradeWeightOK;
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int m_iGradeWeightNG;
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float m_fGradePercentTier[NUM_GRADE_TIERS]; // the minimum percent necessary achieve a grade
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bool m_bGradeTier02IsAllPerfects; // DDR special case. If true, m_fGradePercentTier[GRADE_TIER_2] is ignored
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float m_fSuperMeterPercentChangeMarvelous;
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float m_fSuperMeterPercentChangePerfect;
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float m_fSuperMeterPercentChangeGreat;
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float m_fSuperMeterPercentChangeGood;
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float m_fSuperMeterPercentChangeBoo;
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float m_fSuperMeterPercentChangeMiss;
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float m_fSuperMeterPercentChangeHitMine;
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float m_fSuperMeterPercentChangeOK;
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float m_fSuperMeterPercentChangeNG;
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bool m_bMercifulSuperMeter; // negative super deltas are scaled by the players life percentage
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bool m_bAutoPlay;
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bool m_bDelayedEscape;
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