Move NotesTypeToNumTracks, StringToNotesType, NotesTypeToString
into GameManager.cpp and make them use the table. add NOTES_TYPE_PUMP_COUPLE, currently unused so after NUM_NOTES_TYPES
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@@ -47,70 +47,6 @@ DifficultyClass StringToDifficultyClass( CString sDC )
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return CLASS_INVALID;
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}
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int NotesTypeToNumTracks( NotesType nt )
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{
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switch( nt )
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{
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case NOTES_TYPE_DANCE_SINGLE: return 4;
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case NOTES_TYPE_DANCE_DOUBLE: return 8;
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case NOTES_TYPE_DANCE_COUPLE: return 8;
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case NOTES_TYPE_DANCE_SOLO: return 6;
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case NOTES_TYPE_PUMP_SINGLE: return 5;
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case NOTES_TYPE_PUMP_DOUBLE: return 10;
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case NOTES_TYPE_EZ2_SINGLE: return 5; // Single: TL,LHH,D,RHH,TR
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case NOTES_TYPE_EZ2_SINGLE_HARD: return 5; // Single: TL,LHH,D,RHH,TR
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case NOTES_TYPE_EZ2_DOUBLE: return 10; // Double: Single x2
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case NOTES_TYPE_EZ2_REAL: return 7; // Real: TL,LHH,LHL,D,RHL,RHH,TR
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// case NOTES_TYPE_EZ2_SINGLE_VERSUS: return 10;
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// case NOTES_TYPE_EZ2_SINGLE_HARD_VERSUS: return 10;
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// case NOTES_TYPE_EZ2_REAL_VERSUS: return 10;
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default: ASSERT(0); return -1; // invalid NotesType
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}
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}
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NotesType StringToNotesType( CString sNotesType )
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{
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sNotesType.MakeLower();
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if ( sNotesType == "dance-single" ) return NOTES_TYPE_DANCE_SINGLE;
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else if( sNotesType == "dance-double" ) return NOTES_TYPE_DANCE_DOUBLE;
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else if( sNotesType == "dance-couple" ) return NOTES_TYPE_DANCE_COUPLE;
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else if( sNotesType == "dance-solo" ) return NOTES_TYPE_DANCE_SOLO;
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else if( sNotesType == "pump-single" ) return NOTES_TYPE_PUMP_SINGLE;
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else if( sNotesType == "pump-double" ) return NOTES_TYPE_PUMP_DOUBLE;
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else if( sNotesType == "ez2-single" ) return NOTES_TYPE_EZ2_SINGLE;
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else if( sNotesType == "ez2-single-hard" ) return NOTES_TYPE_EZ2_SINGLE_HARD;
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else if( sNotesType == "ez2-double" ) return NOTES_TYPE_EZ2_DOUBLE;
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else if( sNotesType == "ez2-real" ) return NOTES_TYPE_EZ2_REAL;
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// else if( sNotesType == "ez2-real-versus" ) return NOTES_TYPE_EZ2_REAL_VERSUS;
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// else if( sNotesType == "ez2-single-versus" ) return NOTES_TYPE_EZ2_SINGLE_VERSUS;
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else ASSERT(0); return NOTES_TYPE_DANCE_SINGLE; // invalid NotesType
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}
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CString NotesTypeToString( NotesType nt )
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{
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switch( nt )
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{
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case NOTES_TYPE_DANCE_SINGLE: return "dance-single";
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case NOTES_TYPE_DANCE_DOUBLE: return "dance-double";
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case NOTES_TYPE_DANCE_COUPLE: return "dance-couple";
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case NOTES_TYPE_DANCE_SOLO: return "dance-solo";
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case NOTES_TYPE_PUMP_SINGLE: return "pump-single";
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case NOTES_TYPE_PUMP_DOUBLE: return "pump-double";
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case NOTES_TYPE_EZ2_SINGLE: return "ez2-single";
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case NOTES_TYPE_EZ2_SINGLE_HARD: return "ez2-single-hard";
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case NOTES_TYPE_EZ2_DOUBLE: return "ez2-double";
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case NOTES_TYPE_EZ2_REAL: return "ez2-real";
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// case NOTES_TYPE_EZ2_REAL_VERSUS: return "ez2-real-versus";
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// case NOTES_TYPE_EZ2_SINGLE_VERSUS: return "ez2-single-versus";
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// case NOTES_TYPE_EZ2_SINGLE_HARD_VERSUS: return "ez2-single-hard-versus";
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default: ASSERT(0); return ""; // invalid NotesType
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}
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}
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D3DXCOLOR PlayerToColor( const PlayerNumber p )
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{
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switch( p )
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