add basic survival gameplay
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@@ -44,7 +44,14 @@ CourseType Course::GetCourseType() const
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{
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if( m_bRepeat )
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return COURSE_TYPE_ENDLESS;
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return m_iLives > 0? COURSE_TYPE_ONI:COURSE_TYPE_NONSTOP;
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if( m_iLives > 0 )
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return COURSE_TYPE_ONI;
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FOREACH_CONST( CourseEntry, m_entries, e )
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{
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if( e->fGainSeconds > 0 )
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return COURSE_TYPE_SURVIVAL;
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}
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return COURSE_TYPE_NONSTOP;
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}
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PlayMode Course::GetPlayMode() const
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@@ -53,6 +60,7 @@ PlayMode Course::GetPlayMode() const
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{
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case COURSE_TYPE_ENDLESS: return PLAY_MODE_ENDLESS;
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case COURSE_TYPE_ONI: return PLAY_MODE_ONI;
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case COURSE_TYPE_SURVIVAL: return PLAY_MODE_ONI;
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case COURSE_TYPE_NONSTOP: return PLAY_MODE_NONSTOP;
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default: ASSERT(0); return PLAY_MODE_INVALID;
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}
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@@ -104,6 +112,7 @@ void Course::LoadFromCRSFile( CString sPath )
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m_sBannerPath = arrayPossibleBanners[0];
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AttackArray attacks;
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float fGainSeconds = 0;
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for( unsigned i=0; i<msd.GetNumValues(); i++ )
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{
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CString sValueName = msd.GetParam(i, 0);
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@@ -125,6 +134,9 @@ void Course::LoadFromCRSFile( CString sPath )
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else if( 0 == stricmp(sValueName, "LIVES") )
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m_iLives = atoi( sParams[1] );
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else if( 0 == stricmp(sValueName, "GAINSECONDS") )
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fGainSeconds = atof( sParams[1] );
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else if( 0 == stricmp(sValueName, "METER") )
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{
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if( sParams.params.size() == 2 )
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@@ -275,6 +287,7 @@ void Course::LoadFromCRSFile( CString sPath )
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}
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new_entry.attacks = attacks;
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new_entry.fGainSeconds = fGainSeconds;
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attacks.clear();
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m_entries.push_back( new_entry );
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