froundf -> Quantize
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@@ -350,7 +350,7 @@ static float ArrowGetPercentVisible( PlayerNumber pn, int iCol, float fYOffset,
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if( fAppearances[PlayerOptions::APPEARANCE_BLINK] > 0 )
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{
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float f = sinf(RageTimer::GetTimeSinceStart()*10);
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f = froundf( f, 0.3333f );
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f = Quantize( f, 0.3333f );
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fVisibleAdjust += SCALE( f, 0, 1, -1, 0 );
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}
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if( fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] > 0)
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@@ -112,7 +112,7 @@ public:
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float fPercentBetweenStrips = 1.0f/NUM_STRIPS;
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// round this so that the chamber overflows align
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if( NUM_CHAMBERS > 10 )
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fPercentBetweenStrips = froundf( fPercentBetweenStrips, fChamberWidthInPercent );
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fPercentBetweenStrips = Quantize( fPercentBetweenStrips, fChamberWidthInPercent );
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float fPercentOffset = fmodf( GAMESTATE->m_fSongBeat/4+1000, fPercentBetweenStrips );
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ASSERT( fPercentOffset >= 0 && fPercentOffset <= fPercentBetweenStrips );
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@@ -863,7 +863,7 @@ void NoteDataUtil::Wide( NoteData &inout, float fStartBeat, float fEndBeat )
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inout.ConvertHoldNotesTo4s();
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/* Start on an even beat. */
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fStartBeat = froundf( fStartBeat, 2 );
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fStartBeat = Quantize( fStartBeat, 2 );
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const int first_row = BeatToNoteRow( fStartBeat );
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const int last_row = min( BeatToNoteRow(fEndBeat), inout.GetLastRow() );
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@@ -949,7 +949,7 @@ void NoteDataUtil::InsertIntelligentTaps(
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bool bRequireNoteAtEndOfWindow = true;
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/* Start on a multiple of fBeatInterval. */
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fStartBeat = froundf( fStartBeat, fWindowStrideBeats );
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fStartBeat = Quantize( fStartBeat, fWindowStrideBeats );
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// Insert a beat in the middle of every fBeatInterval.
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const int first_row = BeatToNoteRow( fStartBeat );
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@@ -1098,7 +1098,7 @@ void NoteDataUtil::Echo( NoteData &inout, float fStartBeat, float fEndBeat )
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// add 8th note tap "echos" after all taps
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int iEchoTrack = -1;
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fStartBeat = froundf( fStartBeat, 0.5 );
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fStartBeat = Quantize( fStartBeat, 0.5 );
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const int first_row = BeatToNoteRow( fStartBeat );
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const int last_row = min( BeatToNoteRow(fEndBeat), inout.GetLastRow() );
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@@ -1304,8 +1304,8 @@ void NoteDataUtil::SnapToNearestNoteType( NoteData &inout, NoteType nt1, NoteTyp
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{
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int iOldIndex = i;
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float fOldBeat = NoteRowToBeat( iOldIndex );
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float fNewBeat1 = froundf( fOldBeat, fSnapInterval1 );
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float fNewBeat2 = froundf( fOldBeat, fSnapInterval2 );
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float fNewBeat1 = Quantize( fOldBeat, fSnapInterval1 );
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float fNewBeat2 = Quantize( fOldBeat, fSnapInterval2 );
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bool bNewBeat1IsCloser = fabsf(fNewBeat1-fOldBeat) < fabsf(fNewBeat2-fOldBeat);
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float fNewBeat = bNewBeat1IsCloser ? fNewBeat1 : fNewBeat2;
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@@ -369,7 +369,7 @@ void NoteDisplay::SetActiveFrame( float fNoteBeat, Actor &actorToSet, float fAni
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// one tick off in general
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const float fFraction = fNoteBeatFraction - 0.25f/fAnimationLengthInBeats;
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const float fInterval = 1.f / fAnimationLengthInBeats;
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fPercentIntoAnimation += froundf(fFraction,fInterval);
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fPercentIntoAnimation += Quantize(fFraction,fInterval);
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}
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// just in case somehow we're majorly negative with the subtraction
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@@ -447,7 +447,7 @@ void NoteField::DrawPrimitives()
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// Draw beat bars
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//
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{
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float fStartDrawingMeasureBars = max( 0, froundf(fFirstBeatToDraw-0.25f,0.25f) );
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float fStartDrawingMeasureBars = max( 0, Quantize(fFirstBeatToDraw-0.25f,0.25f) );
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for( float f=fStartDrawingMeasureBars; f<fLastBeatToDraw; f+=0.25f )
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DrawBeatBar( f );
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}
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@@ -315,7 +315,7 @@ bool BMSLoader::LoadFromBMSFile( const CString &sPath, Steps &out, const map<CSt
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// some BMS files seem to have funky alignment, causing us to write gigantic cache files.
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// Try to correct for this by quantizing.
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row = froundf( row, ROWS_PER_MEASURE/64 );
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row = Quantize( row, ROWS_PER_MEASURE/64 );
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BmsTrack bmsTrack;
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bool bIsHold;
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@@ -151,7 +151,7 @@ inline float randomf( const float low=-1.0f, const float high=1.0f )
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}
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/* return f rounded to the nearest multiple of fRoundInterval */
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inline float froundf( const float f, const float fRoundInterval )
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inline float Quantize( const float f, const float fRoundInterval )
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{
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return int( (f + fRoundInterval/2)/fRoundInterval ) * fRoundInterval;
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}
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@@ -453,8 +453,8 @@ void ScreenEdit::Update( float fDeltaTime )
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float fEndBeat = max( fStartBeat, GAMESTATE->m_fSongBeat );
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// Round hold start and end to the nearest snap interval
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fStartBeat = froundf( fStartBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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fEndBeat = froundf( fEndBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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fStartBeat = Quantize( fStartBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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fEndBeat = Quantize( fEndBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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// create a new hold note
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HoldNote newHN( t, BeatToNoteRow(fStartBeat), BeatToNoteRow(fEndBeat) );
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@@ -856,7 +856,7 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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GAMESTATE->m_fSongBeat += fBeatsToMove;
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GAMESTATE->m_fSongBeat = max( GAMESTATE->m_fSongBeat, 0 );
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GAMESTATE->m_fSongBeat = froundf( GAMESTATE->m_fSongBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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GAMESTATE->m_fSongBeat = Quantize( GAMESTATE->m_fSongBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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m_soundChangeLine.Play();
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}
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break;
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@@ -1207,7 +1207,7 @@ void ScreenEdit::InputRecord( const DeviceInput& DeviceI, const InputEventType t
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// Add a tap
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float fBeat = GAMESTATE->m_fSongBeat;
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fBeat = froundf( fBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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fBeat = Quantize( fBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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const int iRow = BeatToNoteRow( fBeat );
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if( iRow < 0 )
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@@ -1301,7 +1301,7 @@ void ScreenEdit::TransitionToEdit()
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m_rectRecordBack.SetDiffuse( RageColor(0,0,0,0) );
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/* Make sure we're snapped. */
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GAMESTATE->m_fSongBeat = froundf( GAMESTATE->m_fSongBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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GAMESTATE->m_fSongBeat = Quantize( GAMESTATE->m_fSongBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
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/* Playing and recording have lead-ins, which may start before beat 0;
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* make sure we don't stay there if we escaped out early. */
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