various theme changes, mostly from midi
removes duplicate round() function in productivityhelpers
This commit is contained in:
@@ -32,11 +32,11 @@ function ScreenSelectMusic:setupmusicstagemods()
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local song, steps = SONGMAN:GetExtraStageInfo( bExtra2, style )
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local song, steps = SONGMAN:GetExtraStageInfo( bExtra2, style )
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local po, so
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local po, so
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if bExtra2 then
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if bExtra2 then
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po = THEME:GetMetric("SongManager","ExtraStagePlayerModifiers");
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so = THEME:GetMetric("SongManager","ExtraStageStageModifiers");
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else
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po = THEME:GetMetric("SongManager","OMESPlayerModifiers");
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po = THEME:GetMetric("SongManager","OMESPlayerModifiers");
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so = THEME:GetMetric("SongManager","OMESStageModifiers");
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so = THEME:GetMetric("SongManager","OMESStageModifiers");
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else
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po = THEME:GetMetric("SongManager","ExtraStagePlayerModifiers");
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so = THEME:GetMetric("SongManager","ExtraStageStageModifiers");
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end
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end
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local difficulty = steps:GetDifficulty()
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local difficulty = steps:GetDifficulty()
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local Reverse = PlayerNumber:Reverse()
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local Reverse = PlayerNumber:Reverse()
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@@ -11,8 +11,8 @@ end
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function IsHome()
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function IsHome()
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local sPayMode = GAMESTATE:GetCoinMode();
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local sPayMode = GAMESTATE:GetCoinMode();
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local bIsArcade = (sPayMode == 'CoinMode_Home');
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local bIsHome = (sPayMode == 'CoinMode_Home');
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return bIsArcade;
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return bIsHome;
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end
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end
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function IsFreePlay()
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function IsFreePlay()
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@@ -51,30 +51,6 @@ Health = {
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uglyfying my code just to handle rare cases). -shake
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uglyfying my code just to handle rare cases). -shake
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--]]
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--]]
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function Actor:Real()
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-- normal
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local theme = THEME:GetMetric("Common","ScreenHeight")
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local res = PREFSMAN:GetPreference("DisplayHeight")
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-- scale back down to real pixels.
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self:basezoom(theme/res)
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-- don't make this ugly
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self:SetTextureFiltering(false)
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end
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-- Scale things back up after they have already been scaled down.
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function Actor:RealInverse()
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-- normal
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local theme = THEME:GetMetric("Common","ScreenHeight")
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local res = PREFSMAN:GetPreference("DisplayHeight")
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-- scale back up to theme resolution
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self:basezoom(res/theme)
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self:SetTextureFiltering(true)
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end
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-- useful
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-- useful
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function GetReal()
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function GetReal()
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local theme = THEME:GetMetric("Common","ScreenHeight")
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local theme = THEME:GetMetric("Common","ScreenHeight")
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@@ -88,6 +64,20 @@ function GetRealInverse()
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return res/theme
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return res/theme
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end
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end
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function Actor:Real()
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-- scale back down to real pixels.
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self:basezoom(GetReal())
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-- don't make this ugly
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self:SetTextureFiltering(false)
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end
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-- Scale things back up after they have already been scaled down.
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function Actor:RealInverse()
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-- scale back up to theme resolution
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self:basezoom(GetRealInverse())
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self:SetTextureFiltering(true)
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end
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--[[ Actor commands ]]
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--[[ Actor commands ]]
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function Actor:CenterX()
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function Actor:CenterX()
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self:x(SCREEN_CENTER_X)
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self:x(SCREEN_CENTER_X)
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@@ -204,10 +194,5 @@ function pname(pn)
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return ToEnumShortString(pn)
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return ToEnumShortString(pn)
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end
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end
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-- from http://ardoris.wordpress.com/2008/11/07/rounding-to-a-certain-number-of-decimal-places-in-lua/
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function round(what, precision)
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return math.floor(what*math.pow(10,precision)+0.5) / math.pow(10,precision)
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end
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--[[ end helper functions ]]
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--[[ end helper functions ]]
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-- this code is in the public domain.
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-- this code is in the public domain.
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@@ -67,9 +67,9 @@ NumFixedProfiles=1
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[SongManager]
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[SongManager]
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# SSC: Determine what the ES/OMES Modifiers are
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# SSC: Determine what the ES/OMES Modifiers are
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ExtraStagePlayerModifiers="default,1.5x,reverse"
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ExtraStagePlayerModifiers="default,1.5x,reverse"
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ExtraStageStageModifiers="norecover"
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ExtraStageStageModifiers="failimmediatecontinue,norecover"
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OMESPlayerModifiers="default,1.5x,reverse"
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OMESPlayerModifiers="default,1.5x,reverse"
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OMESStageModifiers="suddendeath"
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OMESStageModifiers="failimmediate,suddendeath"
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# How many different colors you can have in the MusicWheel
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# How many different colors you can have in the MusicWheel
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NumSongGroupColors=10
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NumSongGroupColors=10
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@@ -2215,12 +2215,13 @@ BatLives,7="mod,7 lives;name,7"
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BatLives,8="mod,8 lives;name,8"
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BatLives,8="mod,8 lives;name,8"
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BatLives,9="mod,9 lives;name,9"
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BatLives,9="mod,9 lives;name,9"
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BatLives,10="mod,10 lives;name,10"
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BatLives,10="mod,10 lives;name,10"
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Fail="4;together"
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Fail="5;together"
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FailDefault=""
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FailDefault="mod,faildefault"
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Fail,1="mod,failImmediate;name,Immediate"
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Fail,1="mod,faildefault;name,Default"
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Fail,2="mod,FailImmediateContinue;name,ImmediateContinue"
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Fail,2="mod,failimmediate;name,Immediate"
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Fail,3="mod,FailAtEnd;name,FailAtEnd"
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Fail,3="mod,failimmediatecontinue;name,ImmediateContinue"
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Fail,4="mod,failoff;name,Off"
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Fail,4="mod,failatend;name,FailAtEnd"
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Fail,5="mod,failoff;name,Off"
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Assist="4;together"
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Assist="4;together"
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AssistDefault=""
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AssistDefault=""
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Assist,1="mod,no clap,no metronome;name,Off"
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Assist,1="mod,no clap,no metronome;name,Off"
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@@ -157,6 +157,13 @@ end
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t[#t+1] = StandardDecorationFromFileOptional("LifeDifficulty","LifeDifficulty");
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t[#t+1] = StandardDecorationFromFileOptional("LifeDifficulty","LifeDifficulty");
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t[#t+1] = StandardDecorationFromFileOptional("TimingDifficulty","TimingDifficulty");
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t[#t+1] = StandardDecorationFromFileOptional("TimingDifficulty","TimingDifficulty");
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t[#t+1] = StandardDecorationFromFileOptional("GameType","GameType");
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t[#t+1] = StandardDecorationFromFileOptional("GameType","GameType");
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t[#t+1] = LoadActor( THEME:GetPathG("ScreenStageInformation","Stage extra1" ) ) .. {
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InitCommand=cmd(Center;draworder,105);
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OnCommand=cmd(visible,GAMESTATE:IsExtraStage() and not GAMESTATE:IsExtraStage2();linear,2;zoom,0;diffusealpha,1;);
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};
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t[#t+1] = LoadActor( THEME:GetPathG("ScreenStageInformation","Stage extra2" ) ) .. {
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InitCommand=cmd(Center;draworder,105);
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OnCommand=cmd(visible,not GAMESTATE:IsExtraStage() and GAMESTATE:IsExtraStage2();linear,2;zoom,0;diffusealpha,1;);
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};
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return t
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return t
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@@ -83,16 +83,23 @@ t[#t+1] = Def.ActorFrame {
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end
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end
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end
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end
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-- we're safe, you can push the values
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tTotalJudgments[#tTotalJudgments+1] = math.abs( param.TapNoteOffset );
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local fTapNoteOffset = param.TapNoteOffset;
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local iTapNoteOffset = param.TapNoteOffset;
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if param.HoldNoteScore then
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if param.HoldNoteScore then
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iTapNoteOffset = 1;
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fTapNoteOffset = 1;
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else
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else
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iTapNoteOffset = param.TapNoteOFfset;
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fTapNoteOffset = param.TapNoteOffset;
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end
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end
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if param.TapNoteScore == 'TapNoteScore_Miss' then
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fTapNoteOffset = 1;
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else
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fTapNoteOffset = fTapNoteOffset;
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end;
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-- we're safe, you can push the values
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tTotalJudgments[#tTotalJudgments+1] = math.abs( fTapNoteOffset );
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self:playcommand("Reset");
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self:playcommand("Reset");
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c.Judgment:visible( not bShowProtiming );
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c.Judgment:visible( not bShowProtiming );
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@@ -100,11 +107,11 @@ t[#t+1] = Def.ActorFrame {
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JudgeCmds[param.TapNoteScore](c.Judgment);
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JudgeCmds[param.TapNoteScore](c.Judgment);
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c.ProtimingDisplay:visible( bShowProtiming );
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c.ProtimingDisplay:visible( bShowProtiming );
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c.ProtimingDisplay:settextf("%i%%",100 - math.floor(math.abs(param.TapNoteOffset * 1000)) );
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c.ProtimingDisplay:settextf("%i%%",clamp(100 - math.floor(math.abs(fTapNoteOffset * 1000)) ,0,100));
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ProtimingCmds[param.TapNoteScore](c.ProtimingDisplay);
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ProtimingCmds[param.TapNoteScore](c.ProtimingDisplay);
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c.ProtimingAverage:visible( bShowProtiming );
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c.ProtimingAverage:visible( bShowProtiming );
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c.ProtimingAverage:settextf("%.2f%%",100 - MakeAverage( tTotalJudgments ) * 1000 );
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c.ProtimingAverage:settextf("%.2f%%",clamp(100 - MakeAverage( tTotalJudgments ) * 1000 ,0,100));
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AverageCmds['Pulse'](c.ProtimingAverage);
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AverageCmds['Pulse'](c.ProtimingAverage);
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end;
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end;
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};
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};
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@@ -3,9 +3,11 @@ return Def.ActorFrame {
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local song = GAMESTATE:GetCurrentSong();
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local song = GAMESTATE:GetCurrentSong();
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if song then
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if song then
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-- self:setaux(0);
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-- self:setaux(0);
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self:finishtweening();
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self:playcommand("TweenOn");
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self:playcommand("TweenOn");
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elseif not song then
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elseif not song and self:GetZoomX() == 1 then
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-- self:setaux(1);
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-- self:setaux(1);
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self:finishtweening();
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self:playcommand("TweenOff");
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self:playcommand("TweenOff");
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end;
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end;
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end;
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end;
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