convert ints and casts to use PlayerNumber and macros
This commit is contained in:
@@ -436,13 +436,16 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
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int player;
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int player;
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if( ini.GetValue( sLayer, "Player", player ) )
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if( ini.GetValue( sLayer, "Player", player ) )
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{
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{
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if( player > 0 && player <= NUM_PLAYERS )
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PlayerNumber pn = (PlayerNumber)(player-1);
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if( pn>=0 && pn<NUM_PLAYERS )
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{
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{
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if( !GAMESTATE->IsPlayerEnabled(player-1) )
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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return;
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return;
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} else
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}
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LOG->Warn("BGA \"%s\" %s has an invalid Player field",
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else
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sAniDir.c_str(), sLayer.c_str() );
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{
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LOG->Warn("BGA \"%s\" %s has an invalid Player field", sAniDir.c_str(), sLayer.c_str() );
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}
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}
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}
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}
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}
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@@ -71,7 +71,7 @@ BeginnerHelper::~BeginnerHelper()
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{
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{
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}
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}
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void BeginnerHelper::ShowStepCircle( int pn, int CSTEP )
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void BeginnerHelper::ShowStepCircle( PlayerNumber pn, int CSTEP )
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{
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{
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int isc=0; // Save OR issues within array boundries.. it's worth the extra few bytes of memory.
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int isc=0; // Save OR issues within array boundries.. it's worth the extra few bytes of memory.
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switch(CSTEP)
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switch(CSTEP)
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@@ -89,7 +89,7 @@ void BeginnerHelper::ShowStepCircle( int pn, int CSTEP )
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m_sStepCircle[pn][isc].SetZoom(0);
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m_sStepCircle[pn][isc].SetZoom(0);
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}
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}
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void BeginnerHelper::AddPlayer( int pn, NoteData *pSteps )
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void BeginnerHelper::AddPlayer( PlayerNumber pn, NoteData *pSteps )
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{
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{
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ASSERT(!m_bInitialized);
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ASSERT(!m_bInitialized);
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ASSERT(pSteps != NULL);
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ASSERT(pSteps != NULL);
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@@ -268,7 +268,7 @@ void BeginnerHelper::DrawPrimitives()
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}
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}
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}
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}
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void BeginnerHelper::Step( int pn, int CSTEP )
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void BeginnerHelper::Step( PlayerNumber pn, int CSTEP )
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{
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{
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m_pDancer[pn]->StopTweening();
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m_pDancer[pn]->StopTweening();
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m_pDancer[pn]->SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween.
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m_pDancer[pn]->SetRotationY(0); // Make sure we're not still inside of a JUMPUD tween.
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@@ -324,12 +324,8 @@ void BeginnerHelper::Update( float fDeltaTime )
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// the row we want to check on this update
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// the row we want to check on this update
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int iCurRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat + 0.4f);
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int iCurRow = BeatToNoteRowNotRounded(GAMESTATE->m_fSongBeat + 0.4f);
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for(int pn=0; pn<NUM_PLAYERS; pn++)
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FOREACH_EnabledPlayer( pn )
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{
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{
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// Skip if not enabled
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if(!m_bPlayerEnabled[pn])
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continue;
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for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++)
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for(int iRow=m_iLastRowChecked; iRow<iCurRow; iRow++)
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{
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{
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// Check if there are any notes at all on this row.. If not, save scanning.
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// Check if there are any notes at all on this row.. If not, save scanning.
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@@ -357,12 +353,9 @@ void BeginnerHelper::Update( float fDeltaTime )
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m_sFlash.Update(fDeltaTime);
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m_sFlash.Update(fDeltaTime);
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float beat = (fDeltaTime*GAMESTATE->m_fCurBPS);
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float beat = (fDeltaTime*GAMESTATE->m_fCurBPS);
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for(int pu=0; pu<NUM_PLAYERS; pu++)
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// If this is not a human player, the dancer is not shown
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FOREACH_HumanPlayer( pu )
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{
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{
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// If this is not a human player, the dancer is not shown
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if(!GAMESTATE->IsHumanPlayer(pu))
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continue;
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// Update dancer's animation and StepCircles
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// Update dancer's animation and StepCircles
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m_pDancer[pu]->Update( beat );
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m_pDancer[pu]->Update( beat );
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for(int scu=0; scu<NUM_PLAYERS; scu++)
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for(int scu=0; scu<NUM_PLAYERS; scu++)
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@@ -17,15 +17,15 @@ public:
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bool Initialize( int iDancePadType );
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bool Initialize( int iDancePadType );
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bool IsInitialized() { return m_bInitialized; }
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bool IsInitialized() { return m_bInitialized; }
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static bool CanUse();
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static bool CanUse();
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void AddPlayer( int pn, NoteData *pSteps );
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void AddPlayer( PlayerNumber pn, NoteData *pSteps );
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void ShowStepCircle( int pn, int CSTEP );
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void ShowStepCircle( PlayerNumber pn, int CSTEP );
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bool m_bShowBackground;
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bool m_bShowBackground;
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void Update( float fDeltaTime );
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void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void DrawPrimitives();
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protected:
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protected:
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void Step( int pn, int CSTEP );
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void Step( PlayerNumber pn, int CSTEP );
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NoteData m_NoteData[NUM_PLAYERS];
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NoteData m_NoteData[NUM_PLAYERS];
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bool m_bPlayerEnabled[NUM_PLAYERS];
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bool m_bPlayerEnabled[NUM_PLAYERS];
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@@ -372,18 +372,15 @@ void ConditionalBGA::CheckBgaRequirements(BgaCondInfo info)
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bool foundmatchingdiff=false;
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bool foundmatchingdiff=false;
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for(unsigned d=0;d<info.difficulties.size();d++)
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for(unsigned d=0;d<info.difficulties.size();d++)
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{
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{
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for(unsigned pn=0; pn<NUM_PLAYERS;pn++)
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FOREACH_EnabledPlayer( pn )
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{
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{
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if(GAMESTATE->IsPlayerEnabled(pn))
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if(GAMESTATE->m_pCurSteps[pn] != NULL)
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{
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{
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if(GAMESTATE->m_pCurSteps[pn] != NULL)
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if(GAMESTATE->m_pCurSteps[pn]->GetDifficulty() == info.difficulties[d])
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{
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{
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if(GAMESTATE->m_pCurSteps[pn]->GetDifficulty() == info.difficulties[d])
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foundmatchingdiff = true;
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{
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LOG->Info("Found Valid Difficulty");
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foundmatchingdiff = true;
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LOG->Info("Found Valid Difficulty");
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}
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}
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}
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}
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}
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}
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}
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@@ -395,53 +392,48 @@ void ConditionalBGA::CheckBgaRequirements(BgaCondInfo info)
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{
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{
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PlayerOptions po = info.disallowedpo;
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PlayerOptions po = info.disallowedpo;
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bool bModsValid = true;
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bool bModsValid = true;
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for(unsigned pn=0;pn<NUM_PLAYERS;pn++)
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FOREACH_EnabledPlayer( pn )
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{
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{
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if(GAMESTATE->IsPlayerEnabled(pn))
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unsigned md;
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for(md=0;md<PlayerOptions::NUM_ACCELS;md++)
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{
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{
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unsigned md;
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if(po.m_fAccels[md] != 0.0f && GAMESTATE->m_PlayerOptions[pn].m_fAccels[md] != 0.0f)
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for(md=0;md<PlayerOptions::NUM_ACCELS;md++)
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{
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{
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if(po.m_fAccels[md] != 0.0f && GAMESTATE->m_PlayerOptions[pn].m_fAccels[md] != 0.0f)
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bModsValid=false;
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{
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LOG->Info("Found Invalid Accel Mod");
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bModsValid=false;
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LOG->Info("Found Invalid Accel Mod");
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}
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}
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}
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for(md=0;md<PlayerOptions::NUM_EFFECTS;md++)
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}
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for(md=0;md<PlayerOptions::NUM_EFFECTS;md++)
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{
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if(po.m_fEffects[md] != 0.0f && GAMESTATE->m_PlayerOptions[pn].m_fEffects[md] != 0.0f)
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{
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{
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if(po.m_fEffects[md] != 0.0f && GAMESTATE->m_PlayerOptions[pn].m_fEffects[md] != 0.0f)
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bModsValid=false;
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{
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LOG->Info("Found Invalid Effect Mod");
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bModsValid=false;
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LOG->Info("Found Invalid Effect Mod");
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}
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}
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}
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for(md=0;md<PlayerOptions::NUM_APPEARANCES;md++)
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}
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for(md=0;md<PlayerOptions::NUM_APPEARANCES;md++)
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{
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if(po.m_fAppearances[md] != 0.0f && GAMESTATE->m_PlayerOptions[pn].m_fAppearances[md] != 0.0f)
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{
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{
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if(po.m_fAppearances[md] != 0.0f && GAMESTATE->m_PlayerOptions[pn].m_fAppearances[md] != 0.0f)
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bModsValid=false;
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{
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LOG->Info("Found Invalid Appearance Mod");
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bModsValid=false;
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LOG->Info("Found Invalid Appearance Mod");
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}
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}
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}
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for(md=0;md<PlayerOptions::NUM_TURNS;md++)
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}
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for(md=0;md<PlayerOptions::NUM_TURNS;md++)
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{
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if(po.m_bTurns[md] != 0.0f && GAMESTATE->m_PlayerOptions[pn].m_bTurns[md] != 0.0f)
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{
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{
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if(po.m_bTurns[md] != 0.0f && GAMESTATE->m_PlayerOptions[pn].m_bTurns[md] != 0.0f)
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bModsValid=false;
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{
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LOG->Info("Found Invalid Turn Mod");
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bModsValid=false;
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LOG->Info("Found Invalid Turn Mod");
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}
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}
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}
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for(md=0;md<PlayerOptions::NUM_TRANSFORMS;md++)
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}
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for(md=0;md<PlayerOptions::NUM_TRANSFORMS;md++)
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{
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if(po.m_bTransforms[md] != 0.0f && GAMESTATE->m_PlayerOptions[pn].m_bTransforms[md] != 0.0f)
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{
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{
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if(po.m_bTransforms[md] != 0.0f && GAMESTATE->m_PlayerOptions[pn].m_bTransforms[md] != 0.0f)
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bModsValid=false;
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{
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LOG->Info("Found Invalid Transform Mod");
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bModsValid=false;
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LOG->Info("Found Invalid Transform Mod");
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}
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}
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}
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}
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}
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}
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}
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valid = bModsValid;
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valid = bModsValid;
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@@ -454,28 +446,25 @@ void ConditionalBGA::CheckBgaRequirements(BgaCondInfo info)
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for(unsigned d=0;d<info.songmeters.size();d++)
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for(unsigned d=0;d<info.songmeters.size();d++)
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{
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{
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LOG->Info("MeterRating: %d",info.songmeters[d]);
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LOG->Info("MeterRating: %d",info.songmeters[d]);
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for(int pn=0;pn<NUM_PLAYERS;pn++)
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FOREACH_EnabledPlayer( pn )
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{
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{
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if(GAMESTATE->IsPlayerEnabled(pn))
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if(GAMESTATE->m_pCurSteps[pn] != NULL)
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{
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{
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if(GAMESTATE->m_pCurSteps[pn] != NULL)
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if(info.songmeters[d] < 0) // negative values stored mean we want to check a value greaterthan or equal to its negative
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{
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{
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if(info.songmeters[d] < 0) // negative values stored mean we want to check a value greaterthan or equal to its negative
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// first make it positive then check to see if the footrating is >= to it
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{
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int tmp = 0 - info.songmeters[d];
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// first make it positive then check to see if the footrating is >= to it
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if(GAMESTATE->m_pCurSteps[pn]->GetMeter() >= tmp)
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int tmp = 0 - info.songmeters[d];
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if(GAMESTATE->m_pCurSteps[pn]->GetMeter() >= tmp)
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{
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LOG->Info("Found Valid MeterRating");
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foundmatchingmeter = true;
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}
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}
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else if(GAMESTATE->m_pCurSteps[pn]->GetMeter() == info.songmeters[d])
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{
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{
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LOG->Info("Found Valid MeterRating");
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LOG->Info("Found Valid MeterRating");
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foundmatchingmeter = true;
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foundmatchingmeter = true;
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}
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}
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}
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}
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else if(GAMESTATE->m_pCurSteps[pn]->GetMeter() == info.songmeters[d])
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{
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LOG->Info("Found Valid MeterRating");
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foundmatchingmeter = true;
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}
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}
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}
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}
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}
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}
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}
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@@ -509,15 +498,12 @@ void ConditionalBGA::CheckBgaRequirements(BgaCondInfo info)
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{
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{
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LOG->Info("Checking Single Grade");
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LOG->Info("Checking Single Grade");
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bool foundaplayerwithgrade = false;
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bool foundaplayerwithgrade = false;
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for(unsigned pn=0; pn<NUM_PLAYERS;pn++)
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FOREACH_EnabledPlayer( pn )
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{
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{
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if(GAMESTATE->IsPlayerEnabled(pn))
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if(g_CurStageStats.GetGrade(pn) == info.grades[0])
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{
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{
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if(g_CurStageStats.GetGrade((PlayerNumber)pn) == info.grades[0])
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LOG->Info("Found Valid Grade");
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{
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foundaplayerwithgrade = true;
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LOG->Info("Found Valid Grade");
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foundaplayerwithgrade = true;
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}
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}
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}
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}
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}
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foundmatchinggrades = foundaplayerwithgrade;
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foundmatchinggrades = foundaplayerwithgrade;
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@@ -622,23 +608,21 @@ void ConditionalBGA::CheckBgaRequirements(BgaCondInfo info)
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}
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}
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else if(info.cleared == CBGA_CSMAXCOMBO)
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else if(info.cleared == CBGA_CSMAXCOMBO)
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{
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{
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for(unsigned pn=0;pn<NUM_PLAYERS;pn++)
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FOREACH_EnabledPlayer( pn )
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if(GAMESTATE->IsPlayerEnabled(pn))
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if(g_CurStageStats.FullCombo((PlayerNumber)pn))
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if(g_CurStageStats.FullCombo((PlayerNumber)pn))
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{
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{
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foundclearcond = true;
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foundclearcond = true;
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LOG->Info("MaxCombo Condition");
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LOG->Info("MaxCombo Condition");
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}
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}
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}
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}
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else if(info.cleared == CBGA_CSBROKECOMBO)
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else if(info.cleared == CBGA_CSBROKECOMBO)
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{
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{
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for(unsigned pn=0;pn<NUM_PLAYERS;pn++)
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FOREACH_EnabledPlayer( pn )
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if(GAMESTATE->IsPlayerEnabled(pn))
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if(!g_CurStageStats.FullCombo((PlayerNumber)pn))
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if(!g_CurStageStats.FullCombo((PlayerNumber)pn))
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{
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{
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LOG->Info("BrokenCombo Condition");
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LOG->Info("BrokenCombo Condition");
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foundclearcond = true;
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foundclearcond = true;
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}
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}
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}
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}
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valid = foundclearcond;
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valid = foundclearcond;
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@@ -75,16 +75,13 @@ public:
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void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut );
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void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut );
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bool IsPlayerEnabled( PlayerNumber pn ) const;
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bool IsPlayerEnabled( PlayerNumber pn ) const;
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bool IsPlayerEnabled( int p ) const { return IsPlayerEnabled( (PlayerNumber)p ); };
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int GetNumPlayersEnabled() const;
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int GetNumPlayersEnabled() const;
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bool PlayerUsingBothSides() const;
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bool PlayerUsingBothSides() const;
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bool IsHumanPlayer( PlayerNumber pn ) const;
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bool IsHumanPlayer( PlayerNumber pn ) const;
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bool IsHumanPlayer( int p ) const { return IsHumanPlayer( (PlayerNumber)p ); };
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int GetNumHumanPlayers() const;
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int GetNumHumanPlayers() const;
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PlayerNumber GetFirstHumanPlayer() const;
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PlayerNumber GetFirstHumanPlayer() const;
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bool IsCpuPlayer( PlayerNumber pn ) const;
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bool IsCpuPlayer( PlayerNumber pn ) const;
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bool IsCpuPlayer( int p ) const { return IsCpuPlayer( (PlayerNumber)p ); };
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bool AnyPlayersAreCpu() const;
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bool AnyPlayersAreCpu() const;
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void GetCharacters( vector<Character*> &apCharactersOut );
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void GetCharacters( vector<Character*> &apCharactersOut );
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@@ -22,18 +22,17 @@ ScreenEndlessBreak::ScreenEndlessBreak( CString sName ) : Screen( sName )
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m_sprBreakPicture.Load( THEME->GetPathToG("Common fallback takingabreak") );
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m_sprBreakPicture.Load( THEME->GetPathToG("Common fallback takingabreak") );
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else if( GAMESTATE->GetNumPlayersEnabled() > 1 ) // More than 1 player is present.
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else if( GAMESTATE->GetNumPlayersEnabled() > 1 ) // More than 1 player is present.
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{
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{
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int PlayerToUse = 999; /* If this was 0 by default, the first player would
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PlayerNumber pn;
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always be selected. Make it an insane number so
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do
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we always generate a random player. */
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while (!GAMESTATE->IsPlayerEnabled(PlayerToUse))
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{
|
{
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PlayerToUse = (int)(rand()*NUM_PLAYERS); // Is there a danger of this becoming an endless loop??
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pn = (PlayerNumber)(rand()%NUM_PLAYERS);
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if( (GAMESTATE->IsPlayerEnabled(PlayerToUse)) && (GAMESTATE->m_pCurCharacters[PlayerToUse] != NULL) )
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if( GAMESTATE->IsPlayerEnabled(pn) && (GAMESTATE->m_pCurCharacters[pn] != NULL) )
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{
|
{
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m_sprBreakPicture.LoadTABreakFromCharacter( GAMESTATE->m_pCurCharacters[PlayerToUse] );
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m_sprBreakPicture.LoadTABreakFromCharacter( GAMESTATE->m_pCurCharacters[pn] );
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
while( !GAMESTATE->IsPlayerEnabled(pn) );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else // Characters not enabled.
|
else // Characters not enabled.
|
||||||
|
|||||||
@@ -307,11 +307,8 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
|
|||||||
if( row.m_bRowIsLong )
|
if( row.m_bRowIsLong )
|
||||||
{
|
{
|
||||||
// init text
|
// init text
|
||||||
for( unsigned p=0; p<NUM_PLAYERS; p++ )
|
FOREACH_HumanPlayer( p )
|
||||||
{
|
{
|
||||||
if( !GAMESTATE->IsHumanPlayer(p) )
|
|
||||||
continue; // skip
|
|
||||||
|
|
||||||
BitmapText *bt = new BitmapText;
|
BitmapText *bt = new BitmapText;
|
||||||
textItems.push_back( bt );
|
textItems.push_back( bt );
|
||||||
|
|
||||||
@@ -334,20 +331,15 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
|
|||||||
}
|
}
|
||||||
|
|
||||||
// init underlines
|
// init underlines
|
||||||
|
FOREACH_HumanPlayer( p )
|
||||||
{
|
{
|
||||||
for( unsigned p=0; p<NUM_PLAYERS; p++ )
|
OptionsCursor *ul = new OptionsCursor;
|
||||||
{
|
row.m_Underline[p].push_back( ul );
|
||||||
if( !GAMESTATE->IsHumanPlayer(p) )
|
ul->Load( (PlayerNumber)p, true );
|
||||||
continue; // skip
|
int iWidth, iX, iY;
|
||||||
|
GetWidthXY( (PlayerNumber) p, r, c, iWidth, iX, iY );
|
||||||
OptionsCursor *ul = new OptionsCursor;
|
ul->SetX( float(iX) );
|
||||||
row.m_Underline[p].push_back( ul );
|
ul->SetWidth( float(iWidth) );
|
||||||
ul->Load( (PlayerNumber)p, true );
|
|
||||||
int iWidth, iX, iY;
|
|
||||||
GetWidthXY( (PlayerNumber) p, r, c, iWidth, iX, iY );
|
|
||||||
ul->SetX( float(iX) );
|
|
||||||
ul->SetWidth( float(iWidth) );
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -277,17 +277,13 @@ void ScreenSelectMode::SetCharacters()
|
|||||||
GAMESTATE->GetCharacters( apCharactersToUse );
|
GAMESTATE->GetCharacters( apCharactersToUse );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for(int pn=0; pn<NUM_PLAYERS; pn++)
|
FOREACH_EnabledPlayer( pn )
|
||||||
{
|
{
|
||||||
if(GAMESTATE->IsPlayerEnabled(pn))
|
if(ENABLE_CHAR_SELECT && m_iCurrentChar[pn] != -1)
|
||||||
{
|
{
|
||||||
if(ENABLE_CHAR_SELECT && m_iCurrentChar[pn] != -1)
|
Character* pChar = apCharactersToUse[m_iCurrentChar[pn]];
|
||||||
{
|
GAMESTATE->m_pCurCharacters[pn] = pChar;
|
||||||
Character* pChar = apCharactersToUse[m_iCurrentChar[pn]];
|
|
||||||
GAMESTATE->m_pCurCharacters[pn] = pChar;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -345,14 +341,11 @@ void ScreenSelectMode::Update( float fDelta )
|
|||||||
void ScreenSelectMode::DrawPrimitives()
|
void ScreenSelectMode::DrawPrimitives()
|
||||||
{
|
{
|
||||||
ScreenSelect::DrawPrimitives();
|
ScreenSelect::DrawPrimitives();
|
||||||
for(int pn=0; pn<NUM_PLAYERS; pn++)
|
FOREACH_EnabledPlayer( pn )
|
||||||
{
|
{
|
||||||
if(GAMESTATE->IsPlayerEnabled(pn))
|
if(ENABLE_CHAR_SELECT)
|
||||||
{
|
{
|
||||||
if(ENABLE_CHAR_SELECT)
|
m_CurChar[pn].Draw();
|
||||||
{
|
|
||||||
m_CurChar[pn].Draw();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -248,7 +248,7 @@ bool StageStats::OnePassed() const
|
|||||||
bool StageStats::AllFailed() const
|
bool StageStats::AllFailed() const
|
||||||
{
|
{
|
||||||
FOREACH_PlayerNumber( pn )
|
FOREACH_PlayerNumber( pn )
|
||||||
if( GAMESTATE->IsPlayerEnabled(PlayerNumber(pn)) )
|
if( GAMESTATE->IsPlayerEnabled(pn) )
|
||||||
if( !bFailed[pn] )
|
if( !bFailed[pn] )
|
||||||
return false;
|
return false;
|
||||||
return true;
|
return true;
|
||||||
@@ -462,24 +462,16 @@ float StageStats::GetPercentageOfTaps( PlayerNumber pn, TapNoteScore tns ) const
|
|||||||
static Grade GetBestGrade()
|
static Grade GetBestGrade()
|
||||||
{
|
{
|
||||||
Grade g = NUM_GRADES;
|
Grade g = NUM_GRADES;
|
||||||
for( unsigned pn=0; pn<NUM_PLAYERS; ++pn )
|
FOREACH_EnabledPlayer( pn )
|
||||||
{
|
g = min( g, g_CurStageStats.GetGrade( pn ) );
|
||||||
if( !GAMESTATE->IsPlayerEnabled(pn) )
|
|
||||||
continue;
|
|
||||||
g = min( g, g_CurStageStats.GetGrade( (PlayerNumber)pn ) );
|
|
||||||
}
|
|
||||||
return g;
|
return g;
|
||||||
}
|
}
|
||||||
|
|
||||||
static Grade GetWorstGrade()
|
static Grade GetWorstGrade()
|
||||||
{
|
{
|
||||||
Grade g = GRADE_TIER_1;
|
Grade g = GRADE_TIER_1;
|
||||||
for( unsigned pn=0; pn<NUM_PLAYERS; ++pn )
|
FOREACH_EnabledPlayer( pn )
|
||||||
{
|
g = max( g, g_CurStageStats.GetGrade( pn ) );
|
||||||
if( !GAMESTATE->IsPlayerEnabled(pn) )
|
|
||||||
continue;
|
|
||||||
g = max( g, g_CurStageStats.GetGrade( (PlayerNumber)pn ) );
|
|
||||||
}
|
|
||||||
return g;
|
return g;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -516,7 +508,7 @@ Grade GetGrade( int n, PlayerNumber pn )
|
|||||||
bool OneGotGrade( int n, Grade g )
|
bool OneGotGrade( int n, Grade g )
|
||||||
{
|
{
|
||||||
FOREACH_HumanPlayer( pn )
|
FOREACH_HumanPlayer( pn )
|
||||||
if( GetGrade( n, (PlayerNumber)pn ) == g )
|
if( GetGrade( n, pn ) == g )
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
|
|||||||
Reference in New Issue
Block a user