Use StepAttacks instead.
This deprecates the GetSongAttacks lua function. Next up: make it so that no text is displayed if Step Attacks are on, but display "No Attacks" if attacks are turned off.
This commit is contained in:
@@ -954,6 +954,7 @@
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<Function name='GetSkippy'/>
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<Function name='GetSoftShuffle'/>
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<Function name='GetSongAttacks'/>
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<Function name='GetStepAttacks'/>
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<Function name='GetSplit'/>
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<Function name='GetStealth'/>
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<Function name='GetStomp'/>
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@@ -2350,6 +2350,9 @@
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</Function>
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<Function name='GetSongAttacks' return='float' arguments=''>
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This function is deprecated. Please use GetStepAttacks() instead.
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</Function>
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<Function name='GetStepAttacks' return='float' arguments=''>
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</Function>
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<Function name='GetSplit' return='float' arguments=''>
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@@ -707,7 +707,8 @@ Skip=Skip
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Skippy=Skippy
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Slow=Slow
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SN2=Supernova 2
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SongAttacks=Song Attacks
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SongAttacks=Step Attacks
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StepAttacks=Step Attacks
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Song BGAnimation=Song BGAnimation
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Song Bitmap=Song Bitmap
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Song Movie=Song Movie
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@@ -2353,10 +2353,10 @@ Mines,3="mod,mines;name,Add"
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Mines,4="mod,attackmines;name,AttackMines"
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Attacks="3"
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AttacksDefault="mod,songattacks"
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Attacks,1="name,SongAttacks"
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AttacksDefault="mod,stepattacks"
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Attacks,1="name,StepAttacks"
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Attacks,2="mod,randomattacks;name,RandomAttacks"
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Attacks,3="mod,no randomattacks,no songattacks;name,Off"
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Attacks,3="mod,no randomattacks,no stepattacks;name,Off"
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PlayerAutoPlay="2"
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PlayerAutoPlayDefault="mod,no playerautoplay"
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+10
-7
@@ -37,7 +37,7 @@ void PlayerOptions::Init()
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m_fBlind = 0; m_SpeedfBlind = 1.0f;
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m_fCover = 0; m_SpeedfCover = 1.0f;
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m_fRandAttack = 0; m_SpeedfRandAttack = 1.0f;
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m_fSongAttack = 1; m_SpeedfSongAttack = 1.0f;
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m_fStepAttack = 1; m_SpeedfStepAttack = 1.0f;
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m_fPlayerAutoPlay = 0; m_SpeedfPlayerAutoPlay = 1.0f;
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m_bSetTiltOrSkew = false;
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m_fPerspectiveTilt = 0; m_SpeedfPerspectiveTilt = 1.0f;
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@@ -73,7 +73,7 @@ void PlayerOptions::Approach( const PlayerOptions& other, float fDeltaSeconds )
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APPROACH( fBlind );
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APPROACH( fCover );
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APPROACH( fRandAttack );
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APPROACH( fSongAttack );
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APPROACH( fStepAttack );
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APPROACH( fPlayerAutoPlay );
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APPROACH( fPerspectiveTilt );
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APPROACH( fSkew );
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@@ -180,7 +180,7 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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AddPart( AddTo, m_fCover, "Cover" );
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AddPart( AddTo, m_fRandAttack, "RandomAttacks" );
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AddPart( AddTo, m_fSongAttack, "SongAttacks" );
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AddPart( AddTo, m_fStepAttack, "StepAttacks" );
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AddPart( AddTo, m_fPlayerAutoPlay, "PlayerAutoPlay" );
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AddPart( AddTo, m_fPassmark, "Passmark" );
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@@ -417,7 +417,7 @@ bool PlayerOptions::FromOneModString( const RString &sOneMod, RString &sErrorOut
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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 == "randomattacks" ) SET_FLOAT( fRandAttack )
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else if( sBit == "songattacks" ) SET_FLOAT( fSongAttack )
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else if( sBit == "stepattacks" ) SET_FLOAT( fStepAttack )
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else if( sBit == "playerautoplay" ) SET_FLOAT( fPlayerAutoPlay )
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else if( sBit == "passmark" ) SET_FLOAT( fPassmark )
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else if( sBit == "overhead" ) { m_bSetTiltOrSkew = true; m_fSkew = 0; m_fPerspectiveTilt = 0; m_SpeedfSkew = m_SpeedfPerspectiveTilt = speed; }
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@@ -657,7 +657,7 @@ bool PlayerOptions::operator==( const PlayerOptions &other ) const
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COMPARE(m_fBlind);
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COMPARE(m_fCover);
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COMPARE(m_fRandAttack);
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COMPARE(m_fSongAttack);
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COMPARE(m_fStepAttack);
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COMPARE(m_fPlayerAutoPlay);
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COMPARE(m_fPerspectiveTilt);
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COMPARE(m_fSkew);
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@@ -713,7 +713,7 @@ bool PlayerOptions::IsEasierForSongAndSteps( Song* pSong, Steps* pSteps, PlayerN
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if( m_bTransforms[TRANSFORM_ECHO] ) return true;
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// Removing attacks is easier in general.
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if (!m_fSongAttack && !m_fRandAttack && pSong->HasAttacks())
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if (!m_fStepAttack && !m_fRandAttack && pSteps->HasAttacks())
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return true;
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if( m_fCover ) return true;
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@@ -961,7 +961,9 @@ public:
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DEFINE_METHOD( GetBlind, m_fBlind )
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DEFINE_METHOD( GetCover, m_fCover )
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DEFINE_METHOD( GetRandomAttacks, m_fRandAttack )
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DEFINE_METHOD( GetSongAttacks, m_fSongAttack )
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// This one is deprecated.
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DEFINE_METHOD( GetSongAttacks, m_fStepAttack )
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DEFINE_METHOD( GetStepAttacks, m_fStepAttack )
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DEFINE_METHOD( GetSkew, m_fSkew )
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DEFINE_METHOD( GetPassmark, m_fPassmark )
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DEFINE_METHOD( GetRandomSpeed, m_fRandomSpeed )
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@@ -988,6 +990,7 @@ public:
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// SetSkew
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ADD_METHOD( GetSongAttacks );
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// SetSongAttacks
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ADD_METHOD( GetStepAttacks );
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ADD_METHOD( GetCMod );
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ADD_METHOD( GetXMod );
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+2
-2
@@ -27,7 +27,7 @@ public:
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m_fBlind(0), m_SpeedfBlind(1.0f),
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m_fCover(0), m_SpeedfCover(1.0f),
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m_fRandAttack(0), m_SpeedfRandAttack(1.0f),
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m_fSongAttack(1), m_SpeedfSongAttack(1.0f),
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m_fStepAttack(1), m_SpeedfStepAttack(1.0f),
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m_fPlayerAutoPlay(0), m_SpeedfPlayerAutoPlay(1.0f),
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m_bSetTiltOrSkew(false),
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m_fPerspectiveTilt(0), m_SpeedfPerspectiveTilt(1.0f),
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@@ -167,7 +167,7 @@ public:
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float m_fBlind, m_SpeedfBlind;
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float m_fCover, m_SpeedfCover; // hide the background per-player--can't think of a good name
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float m_fRandAttack, m_SpeedfRandAttack;
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float m_fSongAttack, m_SpeedfSongAttack;
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float m_fStepAttack, m_SpeedfStepAttack;
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float m_fPlayerAutoPlay, m_SpeedfPlayerAutoPlay;
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bool m_bSetTiltOrSkew; // true if the tilt or skew was set by FromString
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float m_fPerspectiveTilt, m_SpeedfPerspectiveTilt; // -1 = near, 0 = overhead, +1 = space
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@@ -821,7 +821,7 @@ void ScreenGameplay::InitSongQueues()
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Steps *pSteps = GAMESTATE->m_pCurSteps[ pi->GetStepsAndTrailIndex() ];
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pi->m_vpStepsQueue.push_back( pSteps );
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if( pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fSongAttack != 0 &&
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if( pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fStepAttack != 0 &&
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pSteps->m_Attacks.size() > 0 )
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{
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pi->m_asModifiersQueue.push_back( pSteps->m_Attacks );
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