comment/cleanup spree
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+9
-8
@@ -2073,19 +2073,20 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
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if( pTN->type == TapNote::attack && score > TNS_W4 )
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if( pTN->type == TapNote::attack && score > TNS_W4 )
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score = TNS_W2; // sentinel
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score = TNS_W2; // sentinel
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/* AI will generate misses here. Don't handle a miss like a regular note because
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/* AI will generate misses here. Don't handle a miss like a regular
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* we want the judgment animation to appear delayed. Instead, return early if
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* note because we want the judgment animation to appear delayed.
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* AI generated a miss, and let UpdateTapNotesMissedOlderThan() detect and handle the
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* Instead, return early if AI generated a miss, and let
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* misses. */
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* UpdateTapNotesMissedOlderThan() detect and handle the misses. */
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if( score == TNS_Miss )
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if( score == TNS_Miss )
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return;
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return;
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// Put some small, random amount in fNoteOffset so that demonstration
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// Put some small, random amount in fNoteOffset so that demonstration
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// show a mix of late and early.
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// show a mix of late and early. - Chris (StepMania r15628)
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//fNoteOffset = randomf( -0.1f, 0.1f );
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//fNoteOffset = randomf( -0.1f, 0.1f );
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// XXX: This is not the best thing to be doing. Random numbers should
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// Since themes may use the offset in a visual graph, the above
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// be generated based on score, so that they can logically match up
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// behavior is not the best thing to do. Instead, random numbers
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// with the current timing windows. -aj
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// should be generated based on the TapNoteScore, so that they can
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// logically match up with the current timing windows. -aj
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{
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{
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float fWindowW1 = GetWindowSeconds(TW_W1);
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float fWindowW1 = GetWindowSeconds(TW_W1);
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float fWindowW2 = GetWindowSeconds(TW_W2);
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float fWindowW2 = GetWindowSeconds(TW_W2);
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+4
-4
@@ -15,11 +15,11 @@ public:
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virtual void SetScore( int iNewScore ) {}
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virtual void SetScore( int iNewScore ) {}
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virtual void OnLoadSong() {};
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virtual void OnLoadSong() {};
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/* Notification of a tap note judgment. This *is* called for
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/* Notification of a tap note judgment. This *is* called for the head of
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* the head of hold notes. */
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* hold notes. */
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virtual void OnJudgment( TapNoteScore score ) {};
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virtual void OnJudgment( TapNoteScore score ) {};
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/* Notification of a hold judgment. tscore is the score
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/* Notification of a hold judgment. tscore is the score received for the
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* received for the initial tap note. */
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* initial tap note. */
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virtual void OnJudgment( HoldNoteScore score, TapNoteScore tscore ) {};
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virtual void OnJudgment( HoldNoteScore score, TapNoteScore tscore ) {};
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protected:
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protected:
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@@ -40,14 +40,12 @@ void ScoreDisplayAliveTime::LoadFromNode( const XNode* pNode )
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void ScoreDisplayAliveTime::Update( float fDelta )
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void ScoreDisplayAliveTime::Update( float fDelta )
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{
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{
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UpdateNumber();
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UpdateNumber();
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BitmapText::Update( fDelta );
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BitmapText::Update( fDelta );
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}
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}
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void ScoreDisplayAliveTime::HandleMessage( const Message &msg )
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void ScoreDisplayAliveTime::HandleMessage( const Message &msg )
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{
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{
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// TODO: Add handling of GoalComplete message
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// TODO: Add handling of GoalComplete message
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BitmapText::HandleMessage( msg );
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BitmapText::HandleMessage( msg );
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}
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}
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@@ -1,4 +1,4 @@
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/* ScoreDisplayCalories - Shows point score during gameplay and some menus. */
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/* ScoreDisplayCalories - Shows calorie score during gameplay and some menus. */
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#ifndef ScoreDisplayCalories_H
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#ifndef ScoreDisplayCalories_H
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#define ScoreDisplayCalories_H
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#define ScoreDisplayCalories_H
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@@ -22,9 +22,7 @@ public:
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void UpdateNumber();
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void UpdateNumber();
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//
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// Lua
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// Commands
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//
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virtual void PushSelf( lua_State *L );
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virtual void PushSelf( lua_State *L );
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private:
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private:
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@@ -1,4 +1,4 @@
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/* ScreenContinue - . */
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/* ScreenContinue - A screen with a countdown that allows players to join/continue the game. */
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#ifndef ScreenContinue_H
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#ifndef ScreenContinue_H
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#define ScreenContinue_H
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#define ScreenContinue_H
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