don't disqualify for mods that have no effect on the current song or course
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@@ -897,9 +897,18 @@ void GameState::RestoreSelectedOptions()
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bool GameState::IsDisqualified( PlayerNumber pn )
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{
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if( GAMESTATE->IsCourseMode() )
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return GAMESTATE->m_PlayerOptions[pn].IsHandicapForCourse( GAMESTATE->m_pCurCourse );
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{
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return GAMESTATE->m_PlayerOptions[pn].IsEasierForCourse(
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GAMESTATE->m_pCurCourse,
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GAMESTATE->GetCurrentStyleDef()->m_StepsType,
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GAMESTATE->m_PreferredCourseDifficulty[pn] );
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}
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else
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return GAMESTATE->m_PlayerOptions[pn].IsHandicapForSong( GAMESTATE->m_pCurSong );
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{
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return GAMESTATE->m_PlayerOptions[pn].IsEasierForSongAndSteps(
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GAMESTATE->m_pCurSong,
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GAMESTATE->m_pCurNotes[pn] );
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}
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}
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void GameState::ResetNoteSkins()
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@@ -20,6 +20,7 @@
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#include "NoteSkinManager.h"
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#include "song.h"
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#include "Course.h"
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#include "Steps.h"
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#define ONE( arr ) { for( unsigned Z = 0; Z < ARRAYSIZE(arr); ++Z ) arr[Z]=1.0f; }
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@@ -540,29 +541,41 @@ bool PlayerOptions::operator==( const PlayerOptions &other ) const
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return true;
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}
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bool PlayerOptions::IsHandicapForSong( Song* pSong )
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bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps )
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{
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if( m_bTimeSpacing && pSong->HasSignificantBpmChangesOrStops() )
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return true;
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if( m_bTransforms[TRANSFORM_NOHOLDS] && pSteps->GetRadarValues()[RADAR_NUM_HOLDS]>0 )
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return true;
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if( m_bTransforms[TRANSFORM_NOMINES] && pSteps->GetRadarValues()[RADAR_NUM_MINES]>0 )
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return true;
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if( m_bTransforms[TRANSFORM_NOHANDS] && pSteps->GetRadarValues()[RADAR_NUM_HANDS]>0 )
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return true;
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if( m_bTransforms[TRANSFORM_NOQUADS] && pSteps->GetRadarValues()[RADAR_NUM_HANDS]>0 )
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return true;
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if( m_bTransforms[TRANSFORM_NOJUMPS] && pSteps->GetRadarValues()[RADAR_NUM_JUMPS]>0 )
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return true;
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if( m_bTransforms[TRANSFORM_NOHOLDS] ) return true;
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if( m_bTransforms[TRANSFORM_NOMINES] ) return true;
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if( m_bTransforms[TRANSFORM_NOJUMPS] ) return true;
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if( m_bTransforms[TRANSFORM_NOHANDS] ) return true;
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if( m_bTransforms[TRANSFORM_NOQUADS] ) return true;
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// Inserted holds can be really easy on some songs, and scores will be
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// highly hold-weighted, and very little tap score weighted.
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if( m_bTransforms[TRANSFORM_PLANTED] ) return true;
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if( m_bTransforms[TRANSFORM_TWISTER] ) return true;
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// This makes songs with sparse notes easier.
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if( m_bTransforms[TRANSFORM_ECHO] ) return true;
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return false;
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}
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bool PlayerOptions::IsHandicapForCourse( Course* pCourse )
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bool PlayerOptions::IsEasierForCourse( Course* pCourse, StepsType st, CourseDifficulty cd )
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{
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for( unsigned i=0; i<pCourse->m_entries.size(); i++ )
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vector<Course::Info> ci;
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pCourse->GetCourseInfo( st, ci, cd );
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for( unsigned i=0; i<ci.size(); i++ )
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{
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const CourseEntry& ce = pCourse->m_entries[i];
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if( ce.pSong && IsHandicapForSong(ce.pSong) )
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const Course::Info& info = ci[i];
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if( info.pSong && IsEasierForSongAndSteps(info.pSong, info.pNotes) )
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return true;
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}
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return false;
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@@ -12,8 +12,11 @@
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*/
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class Song;
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class Steps;
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class Course;
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#include "GameConstantsAndTypes.h"
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struct PlayerOptions
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{
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PlayerOptions() { Init(); };
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@@ -140,8 +143,8 @@ struct PlayerOptions
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// return true if any mods being used will make the song(s) easier
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bool IsHandicapForSong( Song* pSong );
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bool IsHandicapForCourse( Course* pCourse );
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bool IsEasierForSongAndSteps( Song* pSong, Steps* pSteps );
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bool IsEasierForCourse( Course* pCourse, StepsType st, CourseDifficulty cd );
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};
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#endif
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