syncing changes from ssc svn, mostly.
[Course.cpp] HasTimedMods() now actually checks for timed mods (technically non-global) instead of being a clone of HasMods() [Player.cpp] add MAX_HOLD_LIFE/[Player] MaxHoldLife metric [ScreenGameplay] looking into places to put loading of replay data, perhaps? [elsewhere] lots of cleanup, and I'm sure there's lots more to be done. add a todo to ProductivityHelpers.
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+8
-4
@@ -127,7 +127,7 @@ static Preference<bool> g_bEnableMineSoundPlayback ( "EnableMineHitSound", true
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Preference<float> g_fTimingWindowHopo ( "TimingWindowHopo", 0.25 ); // max time between notes in a hopo chain
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Preference<float> g_fTimingWindowStrum ( "TimingWindowStrum", 0.1f ); // max time between strum and when the frets must match
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ThemeMetric<float> INITIAL_HOLD_LIFE ( "Player", "InitialHoldLife" );
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ThemeMetric<float> MAX_HOLD_LIFE ( "Player", "MaxHoldLife" );
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ThemeMetric<float> MAX_HOLD_LIFE ( "Player", "MaxHoldLife" ); // sm-ssc addition
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ThemeMetric<bool> PENALIZE_TAP_SCORE_NONE ( "Player", "PenalizeTapScoreNone" );
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ThemeMetric<bool> JUDGE_HOLD_NOTES_ON_SAME_ROW_TOGETHER ( "Player", "JudgeHoldNotesOnSameRowTogether" );
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ThemeMetric<bool> HOLD_CHECKPOINTS ( "Player", "HoldCheckpoints" );
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@@ -137,7 +137,7 @@ ThemeMetric<bool> REQUIRE_STEP_ON_HOLD_HEADS ( "Player", "RequireStepOnHoldHeads
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//ThemeMetric<bool> REQUIRE_STEP_ON_TAP_NOTES ( "Player", "RequireStepOnTapNotes" ); // parastar stuff; leave in though
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ThemeMetric<bool> ROLL_BODY_INCREMENTS_COMBO ( "Player", "RollBodyIncrementsCombo" );
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ThemeMetric<bool> CHECKPOINTS_TAPS_SEPARATE_JUDGMENT ( "Player", "CheckpointsTapsSeparateJudgment" );
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ThemeMetric<bool> SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" );
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ThemeMetric<bool> SCORE_MISSED_HOLDS_AND_ROLLS ( "Player", "ScoreMissedHoldsAndRolls" ); // sm-ssc addition
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float Player::GetWindowSeconds( TimingWindow tw )
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{
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@@ -374,6 +374,7 @@ void Player::Init(
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for( int i = 0; i < GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; ++i )
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{
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HoldJudgment *pJudgment = new HoldJudgment;
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// xxx: assumes sprite; todo: don't force 1x2 -aj
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pJudgment->Load( THEME->GetPathG("HoldJudgment","label 1x2") );
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m_vpHoldJudgment[i] = pJudgment;
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this->AddChild( m_vpHoldJudgment[i] );
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@@ -671,6 +672,7 @@ void Player::Update( float fDeltaTime )
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// Update Y positions
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{
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// todo: unhardcode hold judgment cmds -aj
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for( int c=0; c<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; c++ )
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{
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float fPercentReverse = m_pPlayerState->m_PlayerOptions.GetCurrent().GetReversePercentForColumn(c);
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@@ -1040,7 +1042,7 @@ void Player::UpdateHoldNotes( int iSongRow, float fDeltaTime, vector<TrackRowTap
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if( bInitiatedNote && bIsHoldingButton )
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{
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// Increase life
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fLife = MAX_HOLD_LIFE;
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fLife = MAX_HOLD_LIFE; // was 1 -aj
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}
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else
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{
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@@ -1976,6 +1978,9 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
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/*
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case PC_REPLAY:
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// based on where we are, see what grade to get.
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score = PlayerAI::GetTapNoteScore( m_pPlayerState );
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// row is the current row, col is current column (track)
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fNoteOffset = TapNoteOffset attribute
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break;
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*/
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default:
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@@ -2588,7 +2593,6 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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Step( iTrack, iRow, now, false, false );
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if( m_pPlayerState->m_PlayerController == PC_AUTOPLAY )
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{
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if( m_pPlayerStageStats )
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m_pPlayerStageStats->m_bDisqualified = true;
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}
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