I need to pull more often.
This commit is contained in:
+1
-45
@@ -211,50 +211,6 @@ void ArrowEffects::Update()
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}
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}
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}
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}
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float GetSpeedMultiplier( float fSongBeat, float fMusicSeconds, const TimingData &tim )
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{
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if( tim.m_SpeedSegments.size() == 0 )
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return 1.0;
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const int index = tim.GetSpeedSegmentIndexAtBeat( fSongBeat );
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const SpeedSegment &seg = tim.m_SpeedSegments[index];
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float fStartBeat = NoteRowToBeat(seg.m_iStartRow);
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float fStartTime = tim.GetElapsedTimeFromBeat( fStartBeat ) - tim.GetDelayAtBeat( fStartBeat );
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float fEndTime;
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float fCurTime = fMusicSeconds;
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if( seg.m_usMode == 1 ) // seconds
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{
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fEndTime = fStartTime + seg.m_fWait;
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}
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else
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{
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fEndTime = tim.GetElapsedTimeFromBeat( fStartBeat + seg.m_fWait ) - tim.GetDelayAtBeat( fStartBeat + seg.m_fWait );
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}
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if( ( index == 0 && tim.m_SpeedSegments[0].m_fWait > 0.0 ) && fCurTime < fStartTime )
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{
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return 1.0;
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}
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else if( fEndTime >= fCurTime && ( index > 0 || tim.m_SpeedSegments[0].m_fWait > 0.0 ) )
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{
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const float fPriorSpeed = ( index == 0 ? 1 : tim.m_SpeedSegments[index - 1].m_fPercent );
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float fTimeUsed = fCurTime - fStartTime;
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float fDuration = fEndTime - fStartTime;
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float fRatioUsed = fDuration == 0.0 ? 1 : fTimeUsed / fDuration;
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float fDistance = fPriorSpeed - seg.m_fPercent;
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float fRatioNeed = fRatioUsed * -fDistance;
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return (fPriorSpeed + fRatioNeed);
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}
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else
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{
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return seg.m_fPercent;
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}
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}
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/* For visibility testing: if bAbsolute is false, random modifiers must return
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/* For visibility testing: if bAbsolute is false, random modifiers must return
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* the minimum possible scroll speed. */
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* the minimum possible scroll speed. */
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float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float fNoteBeat, float &fPeakYOffsetOut, bool &bIsPastPeakOut, bool bAbsolute )
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float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float fNoteBeat, float &fPeakYOffsetOut, bool &bIsPastPeakOut, bool bAbsolute )
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@@ -277,7 +233,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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{
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{
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fYOffsetBeatSpacing = fBeatsUntilStep;
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float fYOffsetBeatSpacing = fBeatsUntilStep;
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float fSpeedMultiplier = ( GAMESTATE->m_bInStepEditor || !GAMESTATE->m_bIsUsingStepTiming ) ? 1.0 : GetSpeedMultiplier( position.m_fSongBeatVisible, position.m_fMusicSecondsVisible, pCurSteps->m_Timing );
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float fSpeedMultiplier = ( GAMESTATE->m_bInStepEditor || !GAMESTATE->m_bIsUsingStepTiming ) ? 1.0 : pCurSteps->m_Timing.GetDisplayedSpeedPercent( position.m_fSongBeatVisible, position.m_fMusicSecondsVisible );
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fYOffset += fSpeedMultiplier * fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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fYOffset += fSpeedMultiplier * fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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}
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}
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@@ -708,6 +708,7 @@ float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceB
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// Adjust search distance so that notes don't pop onto the screen.
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// Adjust search distance so that notes don't pop onto the screen.
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float fSearchDistance = 10;
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float fSearchDistance = 10;
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float fLastBeatToDraw = GetDisplayedPosition(pPlayerState)->m_fSongBeat+fSearchDistance;
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float fLastBeatToDraw = GetDisplayedPosition(pPlayerState)->m_fSongBeat+fSearchDistance;
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float fSpeedMultiplier = GetDisplayedTiming(pPlayerState)->GetDisplayedSpeedPercent(GetDisplayedPosition(pPlayerState)->m_fSongBeatVisible, GetDisplayedPosition(pPlayerState)->m_fMusicSecondsVisible);
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const int NUM_ITERATIONS = 20;
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const int NUM_ITERATIONS = 20;
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@@ -733,6 +734,11 @@ float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceB
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fSearchDistance /= 2;
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fSearchDistance /= 2;
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}
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}
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if( fSpeedMultiplier < 0.75 )
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{
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fLastBeatToDraw = min(fLastBeatToDraw, GetDisplayedPosition(pPlayerState)->m_fSongBeat + 16);
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}
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return fLastBeatToDraw;
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return fLastBeatToDraw;
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}
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}
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@@ -1183,14 +1183,17 @@ bool BMSLoader::LoadFromDir( const RString &sDir, Song &out )
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Steps* pNewNotes = apSteps[i];
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Steps* pNewNotes = apSteps[i];
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const bool ok = LoadFromBMSFile( out.GetSongDir() + arrayBMSFileNames[i], aBMSData[i], *pNewNotes, out, mapFilenameToKeysoundIndex );
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const bool ok = LoadFromBMSFile( out.GetSongDir() + arrayBMSFileNames[i], aBMSData[i], *pNewNotes, out, mapFilenameToKeysoundIndex );
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if( ok )
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if( ok )
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{
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// set song's timing data to the main file.
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if( i == iMainDataIndex )
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out.m_SongTiming = pNewNotes->m_Timing;
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out.AddSteps( pNewNotes );
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out.AddSteps( pNewNotes );
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}
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else
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else
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delete pNewNotes;
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delete pNewNotes;
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}
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}
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// set song's timing data to the main file.
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out.m_SongTiming = apSteps[iMainDataIndex]->m_Timing;
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SlideDuplicateDifficulties( out );
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SlideDuplicateDifficulties( out );
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ConvertString( out.m_sMainTitle, "utf-8,japanese" );
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ConvertString( out.m_sMainTitle, "utf-8,japanese" );
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+6
-4
@@ -3204,6 +3204,8 @@ void ScreenEdit::DisplayTimingMenu()
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{
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{
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float fBeat = GetBeat();
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float fBeat = GetBeat();
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TimingData &pTime = GetAppropriateTiming();
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TimingData &pTime = GetAppropriateTiming();
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bool bHasSpeedOnThisRow = pTime.GetSpeedSegmentAtBeat( fBeat ).m_iStartRow == BeatToNoteRow( fBeat );
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g_TimingDataInformation.rows[beat_0_offset].SetOneUnthemedChoice( ssprintf("%.5f", pTime.m_fBeat0OffsetInSeconds) );
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g_TimingDataInformation.rows[beat_0_offset].SetOneUnthemedChoice( ssprintf("%.5f", pTime.m_fBeat0OffsetInSeconds) );
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g_TimingDataInformation.rows[bpm].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetBPMAtBeat( fBeat ) ) );
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g_TimingDataInformation.rows[bpm].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetBPMAtBeat( fBeat ) ) );
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g_TimingDataInformation.rows[stop].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetStopAtBeat( fBeat ) ) ) ;
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g_TimingDataInformation.rows[stop].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetStopAtBeat( fBeat ) ) ) ;
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@@ -3213,8 +3215,8 @@ void ScreenEdit::DisplayTimingMenu()
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g_TimingDataInformation.rows[tickcount].SetOneUnthemedChoice( ssprintf("%d", pTime.GetTickcountAtBeat( fBeat ) ) );
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g_TimingDataInformation.rows[tickcount].SetOneUnthemedChoice( ssprintf("%d", pTime.GetTickcountAtBeat( fBeat ) ) );
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g_TimingDataInformation.rows[combo].SetOneUnthemedChoice( ssprintf("%d", pTime.GetComboAtBeat( fBeat ) ) );
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g_TimingDataInformation.rows[combo].SetOneUnthemedChoice( ssprintf("%d", pTime.GetComboAtBeat( fBeat ) ) );
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g_TimingDataInformation.rows[warp].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetWarpAtBeat( fBeat ) ) );
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g_TimingDataInformation.rows[warp].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetWarpAtBeat( fBeat ) ) );
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g_TimingDataInformation.rows[speed_percent].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetSpeedPercentAtBeat( fBeat ) ) );
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g_TimingDataInformation.rows[speed_percent].SetOneUnthemedChoice( bHasSpeedOnThisRow ? ssprintf("%.5f", pTime.GetSpeedPercentAtBeat( fBeat ) ) : "---" );
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g_TimingDataInformation.rows[speed_wait].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetSpeedWaitAtBeat( fBeat ) ) );
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g_TimingDataInformation.rows[speed_wait].SetOneUnthemedChoice( bHasSpeedOnThisRow ? ssprintf("%.5f", pTime.GetSpeedWaitAtBeat( fBeat ) ) : "---" );
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RString starting = ( pTime.GetSpeedModeAtBeat( fBeat ) == 1 ? "Seconds" : "Beats" );
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RString starting = ( pTime.GetSpeedModeAtBeat( fBeat ) == 1 ? "Seconds" : "Beats" );
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g_TimingDataInformation.rows[speed_mode].SetOneUnthemedChoice( starting.c_str() );
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g_TimingDataInformation.rows[speed_mode].SetOneUnthemedChoice( starting.c_str() );
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@@ -3224,8 +3226,8 @@ void ScreenEdit::DisplayTimingMenu()
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g_TimingDataInformation.rows[tickcount].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[tickcount].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[combo].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[combo].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[speed_percent].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[speed_percent].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[speed_wait].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[speed_wait].bEnabled = GAMESTATE->m_bIsUsingStepTiming && bHasSpeedOnThisRow;
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g_TimingDataInformation.rows[speed_mode].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[speed_mode].bEnabled = GAMESTATE->m_bIsUsingStepTiming && bHasSpeedOnThisRow;
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g_TimingDataInformation.rows[fake].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[fake].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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EditMiniMenu( &g_TimingDataInformation, SM_BackFromTimingDataInformation );
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EditMiniMenu( &g_TimingDataInformation, SM_BackFromTimingDataInformation );
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@@ -515,6 +515,7 @@ bool TimingData::IsWarpAtRow( int iNoteRow ) const
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const WarpSegment& s = m_WarpSegments[i];
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const WarpSegment& s = m_WarpSegments[i];
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if( s.m_iStartRow <= iNoteRow && iNoteRow < (s.m_iStartRow + BeatToNoteRow(s.m_fLengthBeats) ) )
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if( s.m_iStartRow <= iNoteRow && iNoteRow < (s.m_iStartRow + BeatToNoteRow(s.m_fLengthBeats) ) )
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{
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{
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// Allow stops inside warps to allow things like stop, warp, stop, warp, stop, and so on.
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if( m_StopSegments.empty() )
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if( m_StopSegments.empty() )
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{
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{
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return true;
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return true;
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@@ -1341,6 +1342,50 @@ void TimingData::DeleteRows( int iStartRow, int iRowsToDelete )
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this->SetBPMAtRow( iStartRow, fNewBPM );
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this->SetBPMAtRow( iStartRow, fNewBPM );
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}
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}
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float TimingData::GetDisplayedSpeedPercent( float fSongBeat, float fMusicSeconds ) const
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{
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if( m_SpeedSegments.size() == 0 )
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return 1.0;
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const int index = GetSpeedSegmentIndexAtBeat( fSongBeat );
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const SpeedSegment &seg = m_SpeedSegments[index];
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float fStartBeat = NoteRowToBeat(seg.m_iStartRow);
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float fStartTime = GetElapsedTimeFromBeat( fStartBeat ) - GetDelayAtBeat( fStartBeat );
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float fEndTime;
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float fCurTime = fMusicSeconds;
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if( seg.m_usMode == 1 ) // seconds
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{
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fEndTime = fStartTime + seg.m_fWait;
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}
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else
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{
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fEndTime = GetElapsedTimeFromBeat( fStartBeat + seg.m_fWait ) - GetDelayAtBeat( fStartBeat + seg.m_fWait );
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}
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if( ( index == 0 && m_SpeedSegments[0].m_fWait > 0.0 ) && fCurTime < fStartTime )
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{
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return 1.0;
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}
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else if( fEndTime >= fCurTime && ( index > 0 || m_SpeedSegments[0].m_fWait > 0.0 ) )
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{
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const float fPriorSpeed = ( index == 0 ? 1 : m_SpeedSegments[index - 1].m_fPercent );
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float fTimeUsed = fCurTime - fStartTime;
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float fDuration = fEndTime - fStartTime;
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float fRatioUsed = fDuration == 0.0 ? 1 : fTimeUsed / fDuration;
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float fDistance = fPriorSpeed - seg.m_fPercent;
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float fRatioNeed = fRatioUsed * -fDistance;
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return (fPriorSpeed + fRatioNeed);
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}
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else
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{
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return seg.m_fPercent;
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}
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}
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void TimingData::TidyUpData()
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void TimingData::TidyUpData()
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{
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{
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// If there are no BPM segments, provide a default.
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// If there are no BPM segments, provide a default.
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@@ -1594,6 +1594,8 @@ public:
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*/
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*/
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void AddSpeedSegment( const SpeedSegment &seg );
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void AddSpeedSegment( const SpeedSegment &seg );
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float GetDisplayedSpeedPercent( float fBeat, float fMusicSeconds ) const;
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/**
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/**
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* @brief Determine when the fakes end.
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* @brief Determine when the fakes end.
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* @param iRow The row you start on.
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* @param iRow The row you start on.
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