Return the noteType for columnCues instead of isMine.
This commit is contained in:
+6
-6
@@ -26,13 +26,13 @@ void ColumnCue::CalculateColumnCues(const NoteData &in, std::vector<ColumnCue> &
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curr_row = curr_note.Row();
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}
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if (curr_note->type == TapNoteType_Tap || curr_note->type == TapNoteType_HoldHead)
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if (curr_note->type == TapNoteType_Tap
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|| curr_note->type == TapNoteType_HoldHead
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|| curr_note->type == TapNoteType_Mine
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|| curr_note->type == TapNoteType_Lift)
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{
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currentCue.columns.push_back(ColumnCueColumn(curr_note.Track() + 1, false));
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}
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else if(curr_note->type == TapNoteType_Mine)
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{
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currentCue.columns.push_back(ColumnCueColumn(curr_note.Track() + 1, true));
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currentCue.columns.push_back(ColumnCueColumn(curr_note.Track() + 1, curr_note->type));
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}
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++curr_note;
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+6
-4
@@ -2,6 +2,8 @@
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#define COLUMN_CUES_H
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#include "GameConstantsAndTypes.h"
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#include "NoteTypes.h"
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class NoteData;
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/* ColumnCues are used to indicate to the player which column the next note will occur
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@@ -11,16 +13,16 @@ class NoteData;
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struct ColumnCueColumn
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{
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int colNum;
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bool isMine;
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TapNoteType noteType;
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ColumnCueColumn()
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{
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colNum = 0;
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isMine = false;
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noteType = TapNoteType_Invalid;
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}
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ColumnCueColumn(int c, bool m)
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ColumnCueColumn(int c, TapNoteType n)
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{
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colNum = c;
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isMine = m;
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noteType = n;
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}
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};
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+2
-2
@@ -844,8 +844,8 @@ public:
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lua_pushinteger(L, cues[i].columns[c].colNum);
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lua_settable(L, -3);
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lua_pushstring(L, "isMine");
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lua_pushboolean(L, cues[i].columns[c].isMine);
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lua_pushstring(L, "noteType");
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lua_pushinteger(L, cues[i].columns[c].noteType);
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lua_settable(L, -3);
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lua_rawseti(L, -2, c + 1);
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