remove ProTimingDisplay; too hard to read to be useful
This commit is contained in:
@@ -218,7 +218,7 @@ GhostArrowRow.cpp GhostArrowRow.h HoldGhostArrow.cpp HoldGhostArrow.h HoldJudgme
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Judgment.cpp Judgment.h LifeMeter.h LifeMeterBar.cpp LifeMeterBar.h LifeMeterBattery.cpp LifeMeterBattery.h \
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LyricDisplay.cpp LyricDisplay.h NoteDisplay.cpp NoteDisplay.h NoteField.cpp NoteField.h \
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PercentageDisplay.cpp PercentageDisplay.h Player.cpp Player.h \
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ProTimingDisplay.cpp ProTimingDisplay.h ReceptorArrow.cpp ReceptorArrow.h ReceptorArrowRow.cpp ReceptorArrowRow.h \
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ReceptorArrow.cpp ReceptorArrow.h ReceptorArrowRow.cpp ReceptorArrowRow.h \
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ScoreDisplay.cpp ScoreDisplay.h ScoreDisplayBattle.cpp ScoreDisplayBattle.h \
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ScoreDisplayNormal.cpp ScoreDisplayNormal.h ScoreDisplayOni.cpp ScoreDisplayOni.h \
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ScoreDisplayPercentage.cpp ScoreDisplayPercentage.h ScoreDisplayRave.cpp ScoreDisplayRave.h
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@@ -78,7 +78,6 @@ Player::Player()
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m_iOffsetSample = 0;
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this->AddChild( &m_Judgment );
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this->AddChild( &m_ProTimingDisplay );
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this->AddChild( &m_Combo );
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this->AddChild( &m_AttackDisplay );
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for( int c=0; c<MAX_NOTE_TRACKS; c++ )
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@@ -231,8 +230,6 @@ void Player::Load( const NoteData& noteData )
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m_AttackDisplay.SetY( bReverse ? ATTACK_DISPLAY_Y_REVERSE : ATTACK_DISPLAY_Y );
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m_Judgment.SetX( JUDGMENT_X(pn,bPlayerUsingBothSides) );
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m_Judgment.SetY( bReverse ? JUDGMENT_Y_REVERSE : JUDGMENT_Y );
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m_ProTimingDisplay.SetX( JUDGMENT_X(pn,bPlayerUsingBothSides) );
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m_ProTimingDisplay.SetY( bReverse ? SCREEN_BOTTOM-JUDGMENT_Y : SCREEN_TOP+JUDGMENT_Y );
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// Need to set Y positions of all these elements in Update since
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// they change depending on PlayerOptions.
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@@ -437,8 +434,6 @@ void Player::Update( float fDeltaTime )
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if( m_pPlayerStageStats )
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m_pPlayerStageStats->iTotalError += ms_error;
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if( hns == HNS_NG ) /* don't show a 0 for an OK */
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m_ProTimingDisplay.SetJudgment( ms_error, TNS_MISS );
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}
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tn.HoldResult.fLife = fLife;
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@@ -590,10 +585,7 @@ void Player::DrawTapJudgments()
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if( m_pPlayerState->m_PlayerOptions.m_fBlind > 0 )
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return;
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if( m_pPlayerState->m_PlayerOptions.m_bProTiming )
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m_ProTimingDisplay.Draw();
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else
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m_Judgment.Draw();
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m_Judgment.Draw();
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}
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void Player::DrawHoldJudgments()
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@@ -915,8 +907,6 @@ void Player::Step( int col, RageTimer tm )
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if( m_pPlayerStageStats )
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m_pPlayerStageStats->iTotalError += ms_error;
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if (!m_pPlayerState->m_PlayerOptions.m_fBlind)
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m_ProTimingDisplay.SetJudgment( ms_error, score );
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}
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if( score==TNS_MARVELOUS && !GAMESTATE->ShowMarvelous())
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@@ -1133,10 +1123,7 @@ void Player::UpdateTapNotesMissedOlderThan( float fMissIfOlderThanSeconds )
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m_NoteData.SetTapNote( t, r, tn );
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if( m_pPlayerStageStats )
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{
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m_pPlayerStageStats->iTotalError += MAX_PRO_TIMING_ERROR;
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m_ProTimingDisplay.SetJudgment( MAX_PRO_TIMING_ERROR, TNS_MISS );
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}
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}
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if( MissedNoteOnThisRow )
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@@ -9,7 +9,6 @@
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#include "Combo.h"
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#include "NoteDataWithScoring.h"
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#include "RageTimer.h"
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#include "ProTimingDisplay.h"
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#include "RageSound.h"
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#include "AttackDisplay.h"
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#include "NoteField.h"
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@@ -82,7 +81,6 @@ protected:
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HoldJudgment m_HoldJudgment[MAX_NOTE_TRACKS];
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Judgment m_Judgment;
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ProTimingDisplay m_ProTimingDisplay;
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Combo m_Combo;
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@@ -32,7 +32,6 @@ void PlayerOptions::Init()
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m_fRandomSpeed = 0; m_SpeedfRandomSpeed = 1.0f;
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ZERO( m_bTurns );
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ZERO( m_bTransforms );
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m_bProTiming = false;
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m_ScoreDisplay = SCORING_ADD;
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m_sNoteSkin = "default";
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}
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@@ -158,8 +157,6 @@ CString PlayerOptions::GetString() const
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if( m_bTransforms[TRANSFORM_NOHANDS] ) sReturn += "NoHands, ";
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if( m_bTransforms[TRANSFORM_NOQUADS] ) sReturn += "NoQuads, ";
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if( m_bProTiming ) sReturn += "ProTiming, ";
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if( m_fSkew==1 && m_fPerspectiveTilt==-1 )
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sReturn += "Incoming, ";
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else if( m_fSkew==1 && m_fPerspectiveTilt==+1 )
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@@ -295,7 +292,6 @@ void PlayerOptions::FromString( CString sOptions )
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else if( sBit == "blind" ) SET_FLOAT( fBlind )
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else if( sBit == "cover" ) SET_FLOAT( fCover )
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else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
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else if( sBit == "protiming") m_bProTiming = on;
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else if( sBit == "overhead" ) { m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "incoming" ) { m_fSkew = level; m_fPerspectiveTilt = -level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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else if( sBit == "space" ) { m_fSkew = level; m_fPerspectiveTilt = +level; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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@@ -518,7 +514,6 @@ bool PlayerOptions::operator==( const PlayerOptions &other ) const
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COMPARE(m_fDark);
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COMPARE(m_fBlind);
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COMPARE(m_fCover);
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COMPARE(m_bProTiming);
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COMPARE(m_fPerspectiveTilt);
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COMPARE(m_fSkew);
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COMPARE(m_sNoteSkin);
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@@ -124,7 +124,6 @@ struct PlayerOptions
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bool m_bTurns[NUM_TURNS];
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bool m_bTransforms[NUM_TRANSFORMS];
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bool m_bProTiming;
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ScoreDisplay m_ScoreDisplay;
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CString m_sNoteSkin;
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@@ -1,79 +0,0 @@
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#include "global.h"
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#include "ProTimingDisplay.h"
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#include "ThemeManager.h"
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#include "RageUtil.h"
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#include "ThemeMetric.h"
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static const ThemeMetric<Commands> MARVELOUS_COMMAND ("ProTimingDisplay","MarvelousCommand");
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static const ThemeMetric<Commands> PERFECT_COMMAND ("ProTimingDisplay","PerfectCommand");
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static const ThemeMetric<Commands> GREAT_COMMAND ("ProTimingDisplay","GreatCommand");
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static const ThemeMetric<Commands> GOOD_COMMAND ("ProTimingDisplay","GoodCommand");
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static const ThemeMetric<Commands> BOO_COMMAND ("ProTimingDisplay","BooCommand");
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static const ThemeMetric<Commands> MISS_COMMAND ("ProTimingDisplay","MissCommand");
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static const ThemeMetric<Commands> HIT_MINE_COMMAND ("ProTimingDisplay","HitMineCommand");
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static const ThemeMetric<Commands> *g_Commands[NUM_TAP_NOTE_SCORES] =
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{
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NULL, /* no TNS_NONE */
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&HIT_MINE_COMMAND,
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&MISS_COMMAND,
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&BOO_COMMAND,
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&GOOD_COMMAND,
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&GREAT_COMMAND,
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&PERFECT_COMMAND,
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&MARVELOUS_COMMAND
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};
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ProTimingDisplay::ProTimingDisplay()
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{
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m_Judgment.LoadFromFont( THEME->GetPathF("ProTimingDisplay","Judgment") );
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m_Judgment.SetName( "Judgment" );
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this->AddChild( &m_Judgment );
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}
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void ProTimingDisplay::Reset()
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{
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m_Judgment.SetText("");
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m_Judgment.SetDiffuse( RageColor(1,1,1,0) );
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m_Judgment.SetXY( 0, 0 );
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m_Judgment.StopTweening();
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m_Judgment.SetEffectNone();
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}
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void ProTimingDisplay::SetJudgment( int ms, TapNoteScore score )
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{
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Reset();
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m_Judgment.SetText( ssprintf("%i", ms) );
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ASSERT( score != TNS_NONE );
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ASSERT( score < NUM_TAP_NOTE_SCORES );
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m_Judgment.RunCommands( *g_Commands[score] );
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}
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/*
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* (c) 2001-2003 Glenn Maynard, Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -1,43 +0,0 @@
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#ifndef PRO_TIMING_DISPLAY_H
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#define PRO_TIMING_DISPLAY_H
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#include "ActorFrame.h"
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#include "BitmapText.h"
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#include "GameConstantsAndTypes.h"
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class ProTimingDisplay: public ActorFrame
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{
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BitmapText m_Judgment;
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public:
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ProTimingDisplay();
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void SetJudgment( int ms, TapNoteScore score );
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void Reset();
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};
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#endif
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/*
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* (c) 2001-2003 Glenn Maynard, Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -1,5 +1,5 @@
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# Microsoft Developer Studio Project File - Name="StepMania" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 60000
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Application" 0x0101
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@@ -59,10 +59,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
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# Begin Special Build Tool
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IntDir=.\../Debug6
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TargetDir=\stepmania\stepmania\Program
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TargetDir=\temp\stepmania\Program
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TargetName=StepMania-debug
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SOURCE="$(InputPath)"
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PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=archutils\Win32\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
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# End Special Build Tool
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@@ -96,10 +96,10 @@ LINK32=link.exe
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# SUBTRACT LINK32 /verbose /pdb:none /debug
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# Begin Special Build Tool
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IntDir=.\../Release6
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TargetDir=\stepmania\stepmania\Program
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TargetDir=\temp\stepmania\Program
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TargetName=StepMania
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SOURCE="$(InputPath)"
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PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PreLink_Cmds=archutils\Win32\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
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PostBuild_Cmds=archutils\Win32\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
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# End Special Build Tool
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@@ -1974,14 +1974,6 @@ SOURCE=.\Player.h
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# End Source File
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# Begin Source File
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SOURCE=.\ProTimingDisplay.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\ProTimingDisplay.h
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# End Source File
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# Begin Source File
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SOURCE=.\ReceptorArrow.cpp
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# End Source File
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# Begin Source File
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@@ -1744,12 +1744,6 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
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<File
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RelativePath=".\Player.h">
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</File>
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<File
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RelativePath="ProTimingDisplay.cpp">
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</File>
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<File
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RelativePath="ProTimingDisplay.h">
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</File>
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<File
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RelativePath=".\ReceptorArrow.cpp">
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</File>
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