cleanup
This commit is contained in:
+15
-25
@@ -105,13 +105,12 @@ void StepMania::GetPreferredVideoModeParams( VideoModeParams ¶msOut )
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* -Chris
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*/
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int iWidth = PREFSMAN->m_iDisplayWidth;
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// SAT2888 but could also be useful disabled
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/*
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if( PREFSMAN->m_bWindowed )
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{
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iWidth = PREFSMAN->m_iDisplayHeight * PREFSMAN->m_fDisplayAspectRatio;
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float fRatio = PREFSMAN->m_iDisplayWidth / PREFSMAN->m_iDisplayHeight;
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//iWidth = PREFSMAN->m_iDisplayHeight * PREFSMAN->m_fDisplayAspectRatio;
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iWidth = PREFSMAN->m_iDisplayHeight * fRatio;
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}
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*/
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paramsOut = VideoModeParams(
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PREFSMAN->m_bWindowed,
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@@ -295,11 +294,6 @@ void StepMania::ResetPreferences()
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* these may still be NULL. */
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void ShutdownGame()
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{
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#if defined(SAT2888)
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LOG->Info("sm-ssc is Copyright ©2009,2010 the spinal shark collective, all rights reserved. Commercial use of this binary is prohibited by law and will be prosecuted to the fullest extent of the law.");
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if(rand()%64 == 24)
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LOG->Info("NAKET Coder isn't a fan of four panel footprint either, and would love to shit over your theme like you say NAKET Team shit over the options screen.");
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#endif
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/* First, tell SOUNDMAN that we're shutting down. This signals sound drivers to
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* stop sounds, which we want to do before any threads that may have started sounds
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* are closed; this prevents annoying DirectSound glitches and delays. */
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@@ -402,7 +396,7 @@ static void AdjustForChangedSystemCapabilities()
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LOG->Trace( "Memory changed from %i to %i; settings changed", g_iLastSeenMemory.Get(), Memory );
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g_iLastSeenMemory.Set( Memory );
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// is this assumption outdated?
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// is this assumption outdated? -aj
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/* Let's consider 128-meg systems low-memory, and 256-meg systems high-memory.
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* Cut off at 192. This is somewhat conservative; many 128-meg systems can
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* deal with higher memory profile settings, but some can't.
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@@ -816,7 +810,7 @@ static void SwitchToLastPlayedGame()
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/* If the active game type isn't actually available, revert to the default. */
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if( pGame == NULL )
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pGame = GAMEMAN->GetDefaultGame();
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if( !GAMEMAN->IsGameEnabled( pGame ) && pGame != GAMEMAN->GetDefaultGame() )
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{
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pGame = GAMEMAN->GetDefaultGame();
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@@ -869,7 +863,7 @@ void StepMania::ChangeCurrentGame( const Game* g )
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ANNOUNCER->SwitchAnnouncer( sAnnouncer );
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THEME->SwitchThemeAndLanguage( sTheme, sLanguage, PREFSMAN->m_bPseudoLocalize );
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/* Set the input scheme for the new game, and load keymaps. */
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// Set the input scheme for the new game, and load keymaps.
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if( INPUTMAPPER )
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{
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INPUTMAPPER->SetInputScheme( &g->m_InputScheme );
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@@ -992,13 +986,13 @@ int main(int argc, char* argv[])
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runmode = RunMode_DisplayVersion;
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/* Set up arch hooks first. This may set up crash handling. */
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// Set up arch hooks first. This may set up crash handling.
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HOOKS = ArchHooks::Create();
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HOOKS->Init();
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LUA = new LuaManager;
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/* Almost everything uses this to read and write files. Load this early. */
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// Almost everything uses this to read and write files. Load this early.
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FILEMAN = new RageFileManager( argv[0] );
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FILEMAN->MountInitialFilesystems();
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bool bPortable = DoesFileExist("Portable.ini");
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@@ -1009,11 +1003,9 @@ int main(int argc, char* argv[])
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/* Set this up next. Do this early, since it's needed for RageException::Throw. */
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LOG = new RageLog;
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/* Whew--we should be able to crash safely now! */
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// Whew--we should be able to crash safely now!
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//
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// load preferences and mount any alternative trees.
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//
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PREFSMAN = new PrefsManager;
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/* Allow HOOKS to check for multiple instances. We need to do this after PREFS is initialized,
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@@ -1034,7 +1026,7 @@ int main(int argc, char* argv[])
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WriteLogHeader();
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/* Set up alternative filesystem trees. */
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// Set up alternative filesystem trees.
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if( PREFSMAN->m_sAdditionalFolders.Get() != "" )
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{
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vector<RString> dirs;
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@@ -1064,17 +1056,15 @@ int main(int argc, char* argv[])
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* Re-read preferences. */
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PREFSMAN->ReadPrefsFromDisk();
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ApplyLogPreferences();
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/* This needs PREFSMAN. */
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// This needs PREFSMAN.
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Dialog::Init();
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//
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// Create game objects
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//
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GAMESTATE = new GameState;
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/* This requires PREFSMAN, for PREFSMAN->m_bShowLoadingWindow. */
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// This requires PREFSMAN, for PREFSMAN->m_bShowLoadingWindow.
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LoadingWindow *pLoadingWindow = NULL;
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switch( runmode )
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{
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@@ -1087,8 +1077,8 @@ int main(int argc, char* argv[])
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; // no loading window for other RunModes
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}
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srand( time(NULL) ); // seed number generator
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srand( time(NULL) ); // seed number generator
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/* Do this early, so we have debugging output if anything else fails. LOG and
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* Dialog must be set up first. It shouldn't take long, but it might take a
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* little time; do this after the LoadingWindow is shown, since we don't want
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