[Xcode4] May as well fix switch warnings.
Still need some assistance for the linker error.
This commit is contained in:
+33
-27
@@ -628,8 +628,8 @@ void Player::Load()
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_RAVE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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case PLAY_MODE_BATTLE:
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{
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// ugly, ugly, ugly. Works only w/ dance.
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// Why does this work only with dance? - Steve
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@@ -659,8 +659,9 @@ void Player::Load()
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count++;
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count %= 4;
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}
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break;
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}
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break;
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default: break;
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}
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int iDrawDistanceAfterTargetsPixels = GAMESTATE->IsEditing() ? -100 : DRAW_DISTANCE_AFTER_TARGET_PIXELS;
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@@ -2879,41 +2880,46 @@ void Player::CrossedRows( int iLastRowCrossed, const RageTimer &now )
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int iTrack = iter.Track();
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switch( tn.type )
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{
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case TapNote::hold_head:
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tn.HoldResult.fLife = INITIAL_HOLD_LIFE;
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if( !REQUIRE_STEP_ON_HOLD_HEADS )
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case TapNote::hold_head:
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{
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tn.HoldResult.fLife = INITIAL_HOLD_LIFE;
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if( !REQUIRE_STEP_ON_HOLD_HEADS )
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{
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iTrack, pn );
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if( PREFSMAN->m_fPadStickSeconds > 0.f )
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{
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI, m_pPlayerState->m_mp );
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if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
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Step( iTrack, -1, now - PREFSMAN->m_fPadStickSeconds, true, false );
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}
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else if( INPUTMAPPER->IsBeingPressed(GameI, m_pPlayerState->m_mp) )
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{
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Step( iTrack, -1, now, true, false );
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}
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}
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break;
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}
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case TapNote::mine:
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{
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// Hold the panel while crossing a mine will cause the mine to explode
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iTrack, pn );
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if( PREFSMAN->m_fPadStickSeconds > 0.f )
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if( PREFSMAN->m_fPadStickSeconds > 0 )
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{
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI, m_pPlayerState->m_mp );
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if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
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Step( iTrack, -1, now - PREFSMAN->m_fPadStickSeconds, true, false );
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}
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else if( INPUTMAPPER->IsBeingPressed(GameI, m_pPlayerState->m_mp) )
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else
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{
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Step( iTrack, -1, now, true, false );
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if( INPUTMAPPER->IsBeingPressed(GameI, m_pPlayerState->m_mp) )
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Step( iTrack, iRow, now, true, false );
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}
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break;
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}
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break;
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case TapNote::mine:
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// Hold the panel while crossing a mine will cause the mine to explode
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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GameInput GameI = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iTrack, pn );
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if( PREFSMAN->m_fPadStickSeconds > 0 )
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{
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float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI, m_pPlayerState->m_mp );
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if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
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Step( iTrack, -1, now - PREFSMAN->m_fPadStickSeconds, true, false );
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}
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else
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{
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if( INPUTMAPPER->IsBeingPressed(GameI, m_pPlayerState->m_mp) )
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Step( iTrack, iRow, now, true, false );
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}
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break;
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default: break;
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}
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if( iRow != iLastSeenRow )
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