consolidate battle modes
This commit is contained in:
@@ -429,8 +429,7 @@ NextScreen7=ScreenInstructions
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NextScreen8=ScreenInstructions
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NextScreenArcade=ScreenSelectGroup
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NextScreenOni=ScreenInstructions
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NextScreenCpubattle=ScreenInstructions
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NextScreenHumanbattle=ScreenInstructions
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NextScreenBattle=ScreenInstructions
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NextScreenRave=ScreenInstructions
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PictureP1OFFCommand=linear,0.15;zoomy,0
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PictureP1ONCommand=zoomy,0;sleep,0.15;linear,0.15;zoomy,1
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@@ -508,8 +507,7 @@ NextScreenArcade=ScreenSelectMusic
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NextScreenNonstop=ScreenSelectCourse
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NextScreenOni=ScreenSelectCourse
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NextScreenEndless=ScreenSelectCourse
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NextScreenCpubattle=ScreenSelectMusic
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NextScreenHumanbattle=ScreenSelectMusic
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NextScreenBattle=ScreenSelectMusic
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NextScreenRave=ScreenSelectCharacter
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HelpText=Press START to continue
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TimerSeconds=15
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@@ -652,22 +650,19 @@ PrevScreenArcade=ScreenTitleMenu
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PrevScreenNonstop=ScreenTitleMenu
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PrevScreenOni=ScreenTitleMenu
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PrevScreenEndless=ScreenTitleMenu
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PrevScreenCpubattle=ScreenTitleMenu
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PrevScreenHumanbattle=ScreenTitleMenu
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PrevScreenBattle=ScreenTitleMenu
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PrevScreenRave=ScreenTitleMenu
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NextScreenArcade=ScreenStage
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NextScreenNonstop=ScreenStage
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NextScreenOni=ScreenStage
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NextScreenEndless=ScreenStage
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NextScreenCpubattle=ScreenStage
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NextScreenHumanbattle=ScreenStage
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NextScreenBattle=ScreenStage
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NextScreenRave=ScreenStage
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NextOptionsScreenArcade=ScreenPlayerOptions
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NextOptionsScreenNonstop=ScreenPlayerOptions
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NextOptionsScreenOni=ScreenPlayerOptions
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NextOptionsScreenEndless=ScreenPlayerOptions
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NextOptionsScreenCpubattle=ScreenPlayerOptions
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NextOptionsScreenHumanbattle=ScreenPlayerOptions
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NextOptionsScreenBattle=ScreenPlayerOptions
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NextOptionsScreenRave=ScreenRaveOptions
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[ScreenEz2SelectMusic]
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@@ -719,22 +714,19 @@ PrevScreenArcade=ScreenTitleMenu
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PrevScreenNonstop=ScreenTitleMenu
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PrevScreenOni=ScreenTitleMenu
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PrevScreenEndless=ScreenTitleMenu
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PrevScreenCpubattle=ScreenTitleMenu
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PrevScreenHumanbattle=ScreenTitleMenu
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PrevScreenBattle=ScreenTitleMenu
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PrevScreenRave=ScreenTitleMenu
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NextScreenArcade=ScreenStage
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NextScreenNonstop=ScreenStage
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NextScreenOni=ScreenStage
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NextScreenEndless=ScreenStage
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NextScreenCpubattle=ScreenStage
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NextScreenHumanbattle=ScreenStage
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NextScreenBattle=ScreenStage
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NextScreenRave=ScreenStage
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NextOptionsScreenArcade=ScreenPlayerOptions
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NextOptionsScreenNonstop=ScreenPlayerOptions
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NextOptionsScreenOni=ScreenPlayerOptions
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NextOptionsScreenEndless=ScreenPlayerOptions
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NextOptionsScreenCpubattle=ScreenPlayerOptions
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NextOptionsScreenHumanbattle=ScreenPlayerOptions
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NextOptionsScreenBattle=ScreenPlayerOptions
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NextOptionsScreenRave=ScreenRaveOptions
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[ScreenSelectCourse]
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@@ -770,15 +762,13 @@ PrevScreenArcade=ScreenSelectMusic
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PrevScreenNonstop=ScreenSelectCourse
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PrevScreenOni=ScreenSelectCourse
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PrevScreenEndless=ScreenSelectCourse
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PrevScreenCpubattle=ScreenSelectMusic
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PrevScreenHumanattle=ScreenSelectMusic
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PrevScreenBattle=ScreenSelectMusic
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PrevScreenRave=ScreenSelectMusic
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NextScreenArcade=ScreenEvaluationStage
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NextScreenNonstop=ScreenEvaluationNonstop
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NextScreenOni=ScreenEvaluationOni
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NextScreenEndless=ScreenEvaluationEndless
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NextScreenCpubattle=ScreenEvaluationCpubattle
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NextScreenHumanbattle=ScreenEvaluationHumanbattle
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NextScreenBattle=ScreenEvaluationBattle
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NextScreenRave=ScreenEvaluationRave
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BPMX=999 // don't show by default
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BPMY=999
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@@ -1491,38 +1481,7 @@ JudgeSoundTimeOK=-1
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JudgeSoundTimeMaxCombo=-1
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JudgeSoundIfJudgeGraphicsFullAlpha=0
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[ScreenEvaluationCpubattle]
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NextScreen=ScreenSelectMusic
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EndScreen=ScreenEvaluationSummary
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ShowBannerArea=1
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ShowGradeArea=1
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ShowPointsArea=0
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ShowBonusArea=0
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ShowSurvivedArea=0
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ShowWinArea=1
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ShowMarvelous=1
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ShowPerfect=1
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ShowGreat=1
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ShowGood=1
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ShowBoo=1
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ShowMiss=1
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ShowOK=1
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ShowMaxCombo=0
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ShowScoreArea=1
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ShowTimeArea=0
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HelpText=Press START to continue
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TimerSeconds=15
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JudgeSoundTimeMarvelous=-1
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JudgeSoundTimePerfect=-1
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JudgeSoundTimeGreat=-1
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JudgeSoundTimeGood=-1
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JudgeSoundTimeBoo=-1
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JudgeSoundTimeMiss=-1
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JudgeSoundTimeOK=-1
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JudgeSoundTimeMaxCombo=-1
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JudgeSoundIfJudgeGraphicsFullAlpha=0
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[ScreenEvaluationHumanbattle]
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[ScreenEvaluationBattle]
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NextScreen=ScreenSelectMusic
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EndScreen=ScreenEvaluationSummary
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ShowBannerArea=1
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@@ -2337,15 +2296,13 @@ PrevScreenArcade=ScreenSelectMusic
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PrevScreenNonstop=ScreenSelectCourse
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PrevScreenOni=ScreenSelectCourse
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PrevScreenEndless=ScreenSelectCourse
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PrevScreenCpubattle=ScreenSelectMusic
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PrevScreenHumanbattle=ScreenSelectMusic
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PrevScreenBattle=ScreenSelectMusic
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PrevScreenRave=ScreenSelectMusic
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NextScreenArcade=ScreenSongOptions
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NextScreenNonstop=ScreenSongOptions
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NextScreenOni=ScreenSongOptions
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NextScreenEndless=ScreenSongOptions
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NextScreenCpubattle=ScreenSongOptions
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NextScreenHumanbattle=ScreenSongOptions
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NextScreenBattle=ScreenSongOptions
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NextScreenRave=ScreenSongOptions
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HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options START to accept changes
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TimerSeconds=30
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@@ -2361,15 +2318,13 @@ PrevScreenArcade= // should never get here
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PrevScreenNonstop= // should never get here
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PrevScreenOni= // should never get here
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PrevScreenEndless= // should never get here
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PrevScreenCpubattle= // should never get here
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PrevScreenHumanbattle= // should never get here
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PrevScreenBattle= // should never get here
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PrevScreenRave=ScreenSelectMusic
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NextScreenArcade= // should never get here
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NextScreenNonstop= // should never get here
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NextScreenOni= // should never get here
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NextScreenEndless= // should never get here
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NextScreenCpubattle= // should never get here
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NextScreenHumanbattle= // should never get here
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NextScreenBattle= // should never get here
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NextScreenRave=ScreenSongOptions
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HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options START to accept changes
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TimerSeconds=30
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@@ -2379,15 +2334,13 @@ PrevScreenArcade=ScreenPlayerOptions
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PrevScreenNonstop=ScreenPlayerOptions
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PrevScreenOni=ScreenPlayerOptions
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PrevScreenEndless=ScreenPlayerOptions
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PrevScreenCpubattle=ScreenPlayerOptions
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PrevScreenHumanbattle=ScreenPlayerOptions
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PrevScreenBattle=ScreenPlayerOptions
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PrevScreenRave=ScreenRaveOptions
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NextScreenArcade=ScreenStage
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NextScreenNonstop=ScreenStage
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NextScreenOni=ScreenStage
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NextScreenEndless=ScreenStage
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NextScreenCpubattle=ScreenStage
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NextScreenHumanbattle=ScreenStage
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NextScreenBattle=ScreenStage
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NextScreenRave=ScreenStage
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HelpText=&UP; &DOWN; to change line &LEFT; &RIGHT; to select between options START to accept changes
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Game=Change the current game type with this option.
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@@ -67,14 +67,13 @@ CString PlayModeToString( PlayMode pm )
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{
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switch( pm )
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{
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case PLAY_MODE_ARCADE: return "arcade";
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case PLAY_MODE_ONI: return "oni";
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case PLAY_MODE_NONSTOP: return "nonstop";
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case PLAY_MODE_ENDLESS: return "endless";
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case PLAY_MODE_HUMAN_BATTLE: return "humanbattle";
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case PLAY_MODE_CPU_BATTLE: return "cpubattle";
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case PLAY_MODE_RAVE: return "rave";
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default: ASSERT(0); return "";
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case PLAY_MODE_ARCADE: return "arcade";
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case PLAY_MODE_ONI: return "oni";
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case PLAY_MODE_NONSTOP: return "nonstop";
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case PLAY_MODE_ENDLESS: return "endless";
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case PLAY_MODE_BATTLE: return "battle";
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case PLAY_MODE_RAVE: return "rave";
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default: ASSERT(0); return "";
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}
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}
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@@ -92,9 +92,8 @@ enum PlayMode
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PLAY_MODE_NONSTOP, // DDR EX Nonstop
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PLAY_MODE_ONI, // DDR EX Challenge
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PLAY_MODE_ENDLESS, // DDR PlayStation Endless
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PLAY_MODE_CPU_BATTLE, // inventory battle vs non-player CPU
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PLAY_MODE_HUMAN_BATTLE, // inventory battle vs human player or CPU-controlled player
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PLAY_MODE_RAVE, // DDR Disney Rave "Dance Magic"
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PLAY_MODE_BATTLE, // manually launched attacks
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PLAY_MODE_RAVE, // automatically launched attacks - DDR Disney Rave "Dance Magic"
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NUM_PLAY_MODES,
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PLAY_MODE_INVALID
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};
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@@ -310,14 +310,13 @@ bool GameState::IsPlayable( const ModeChoice& mc )
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bool GameState::IsPlayerEnabled( PlayerNumber pn )
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{
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// In rave, all players are present. Non-human players are CPU controlled.
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if( m_PlayMode == PLAY_MODE_RAVE )
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switch( m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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return true;
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// In cpu battle, show cpu player only if there's room on the screen.
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if( m_PlayMode == PLAY_MODE_CPU_BATTLE )
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if( GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_ONE_CREDIT )
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return true;
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}
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return IsHumanPlayer( pn );
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}
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@@ -374,8 +373,7 @@ bool GameState::IsBattleMode() const
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{
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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return true;
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default:
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return false;
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@@ -430,11 +428,7 @@ StageResult GameState::GetStageResult( PlayerNumber pn )
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{
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_CPU_BATTLE:
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if( IsHumanPlayer(pn) )
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return (m_fOpponentHealthPercent==0)?RESULT_WIN:RESULT_LOSE;
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else
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return (m_fOpponentHealthPercent==0)?RESULT_LOSE:RESULT_WIN;
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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switch( pn )
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{
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@@ -442,7 +436,6 @@ StageResult GameState::GetStageResult( PlayerNumber pn )
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case PLAYER_2: return (m_fTugLifePercentP1<0.5f)?RESULT_WIN:RESULT_LOSE;
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default: ASSERT(0); return RESULT_LOSE;
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}
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case PLAY_MODE_HUMAN_BATTLE:
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default:
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return (GetBestPlayer()==pn)?RESULT_WIN:RESULT_LOSE;
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}
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@@ -58,8 +58,7 @@ Inventory::Inventory()
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{
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_BATTLE:
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break;
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default:
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ASSERT(0);
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@@ -85,8 +84,7 @@ void Inventory::Load( PlayerNumber pn )
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// don't load battle sounds if they're not going to be used
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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m_soundAcquireItem.Load( THEME->GetPathToS("Inventory aquire item") );
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for( unsigned i=0; i<g_Items.size(); i++ )
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{
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@@ -202,12 +200,6 @@ void Inventory::UseItem( int iSlot )
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asInventory[iSlot].MakeBlank();
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m_vpSoundUseItem[a.level]->Play();
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// Item has no effect if CPU is already dead
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if( GAMESTATE->m_PlayMode == PLAY_MODE_CPU_BATTLE && GAMESTATE->m_fOpponentHealthPercent==0 )
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return;
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GAMESTATE->LaunchAttack( pnToAttack, a );
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float fPercentHealthToDrain = (a.level+1) / 10.f;
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@@ -370,8 +370,7 @@ void ScoreKeeper5th::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTap
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ENDLESS:
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@@ -507,8 +506,7 @@ int ScoreKeeper5th::TapNoteScoreToDancePoints( TapNoteScore tns )
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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case PLAY_MODE_ENDLESS:
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case PLAY_MODE_NONSTOP:
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@@ -544,8 +542,7 @@ int ScoreKeeper5th::HoldNoteScoreToDancePoints( HoldNoteScore hns )
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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case PLAY_MODE_ENDLESS:
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case PLAY_MODE_NONSTOP:
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@@ -352,8 +352,7 @@ void ScoreKeeperMAX2::HandleTapRowScore( TapNoteScore scoreOfLastTap, int iNumTa
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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case PLAY_MODE_NONSTOP:
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case PLAY_MODE_ENDLESS:
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@@ -488,8 +487,7 @@ int ScoreKeeperMAX2::TapNoteScoreToDancePoints( TapNoteScore tns )
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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case PLAY_MODE_ENDLESS:
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case PLAY_MODE_NONSTOP:
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@@ -525,8 +523,7 @@ int ScoreKeeperMAX2::HoldNoteScoreToDancePoints( HoldNoteScore hns )
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_ARCADE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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case PLAY_MODE_ENDLESS:
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case PLAY_MODE_NONSTOP:
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@@ -312,8 +312,7 @@ Screen* Screen::Create( CString sClassName )
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IF_RETURN( ScreenEvaluationNonstop );
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IF_RETURN( ScreenEvaluationOni );
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IF_RETURN( ScreenEvaluationEndless );
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IF_RETURN( ScreenEvaluationCpubattle );
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IF_RETURN( ScreenEvaluationHumanbattle );
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IF_RETURN( ScreenEvaluationBattle );
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IF_RETURN( ScreenEvaluationRave );
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IF_RETURN( ScreenEz2SelectPlayer );
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IF_RETURN( ScreenGameOver );
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@@ -663,8 +663,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
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case stage:
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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{
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bool bWon = GAMESTATE->GetStageResult(GAMESTATE->m_MasterPlayerNumber) == RESULT_WIN;
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if( bWon )
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@@ -133,16 +133,10 @@ public:
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ScreenEvaluationEndless() : ScreenEvaluation("ScreenEvaluationEndless",ScreenEvaluation::course) {};
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};
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class ScreenEvaluationCpubattle : public ScreenEvaluation
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class ScreenEvaluationBattle : public ScreenEvaluation
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{
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public:
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ScreenEvaluationCpubattle() : ScreenEvaluation("ScreenEvaluationCpubattle",ScreenEvaluation::stage) {};
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};
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class ScreenEvaluationHumanbattle : public ScreenEvaluation
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{
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public:
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ScreenEvaluationHumanbattle() : ScreenEvaluation("ScreenEvaluationHumanbattle",ScreenEvaluation::stage) {};
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ScreenEvaluationBattle() : ScreenEvaluation("ScreenEvaluationBattle",ScreenEvaluation::stage) {};
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};
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class ScreenEvaluationRave : public ScreenEvaluation
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@@ -40,7 +40,6 @@
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#include "NoteSkinManager.h"
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#include "RageTextureManager.h"
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#include "RageSounds.h"
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#include "CombinedLifeMeterEnemy.h"
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#include "CombinedLifeMeterTug.h"
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#include "Inventory.h"
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#include "Course.h"
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@@ -121,8 +120,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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{
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// cache NoteSkin graphics
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@@ -298,19 +296,9 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
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//
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_CPU_BATTLE:
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m_pCombinedLifeMeter = new CombinedLifeMeterEnemy;
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break;
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case PLAY_MODE_RAVE:
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m_pCombinedLifeMeter = new CombinedLifeMeterTug;
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break;
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default:
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ASSERT(0);
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}
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m_pCombinedLifeMeter = new CombinedLifeMeterTug;
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||||
m_pCombinedLifeMeter->SetName( ssprintf("CombinedLife%s",bExtra?"Extra":"") );
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SET_XY( *m_pCombinedLifeMeter );
|
||||
this->AddChild( m_pCombinedLifeMeter );
|
||||
@@ -326,15 +314,9 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
|
||||
case PLAY_MODE_ONI:
|
||||
case PLAY_MODE_NONSTOP:
|
||||
case PLAY_MODE_ENDLESS:
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
{
|
||||
// CPU players don't have an individual life meter in CPU battle
|
||||
if( GAMESTATE->m_PlayMode == PLAY_MODE_CPU_BATTLE &&
|
||||
GAMESTATE->IsCpuPlayer(p) )
|
||||
continue; // skip
|
||||
|
||||
if( !GAMESTATE->IsPlayerEnabled(p) && !SHOW_LIFE_METER_FOR_DISABLED_PLAYERS )
|
||||
continue; // skip
|
||||
|
||||
@@ -377,8 +359,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
{
|
||||
case PLAY_MODE_ARCADE:
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
m_sprStage.Load( THEME->GetPathToG("ScreenGameplay stage "+GAMESTATE->GetStageText()) );
|
||||
this->AddChild( &m_sprStage );
|
||||
@@ -439,16 +420,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
|
||||
case PLAY_MODE_ENDLESS:
|
||||
m_pScoreDisplay[p] = new ScoreDisplayOni;
|
||||
break;
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
// CPU controlled player is vanity only. It has no
|
||||
// effect on gameplay, and thus no score.
|
||||
if( GAMESTATE->IsCpuPlayer(p) )
|
||||
continue; // skip
|
||||
m_pScoreDisplay[p] = new ScoreDisplayBattle;
|
||||
break;
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
m_pScoreDisplay[p] = new ScoreDisplayBattle;
|
||||
break;
|
||||
case PLAY_MODE_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
m_pScoreDisplay[p] = new ScoreDisplayRave;
|
||||
break;
|
||||
@@ -489,10 +461,6 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
|
||||
|
||||
m_DifficultyIcon[p].Load( THEME->GetPathToG("ScreenGameplay difficulty icons 2x5") );
|
||||
|
||||
// UGLY HACK: Don't show difficulty icon for CPU.
|
||||
if( GAMESTATE->m_PlayMode == PLAY_MODE_CPU_BATTLE && GAMESTATE->IsCpuPlayer(p) )
|
||||
m_DifficultyIcon[p].SetZoom( 0 );
|
||||
|
||||
/* Position it in LoadNextSong. */
|
||||
this->AddChild( &m_DifficultyIcon[p] );
|
||||
}
|
||||
@@ -519,8 +487,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
|
||||
{
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
{
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
m_pInventory[p] = new Inventory;
|
||||
m_pInventory[p]->Load( (PlayerNumber)p );
|
||||
this->AddChild( m_pInventory[p] );
|
||||
@@ -552,8 +519,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
|
||||
// only load if we're going to use it
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
{
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
for( p=0; p<NUM_PLAYERS; p++ )
|
||||
{
|
||||
@@ -628,7 +594,7 @@ ScreenGameplay::ScreenGameplay( bool bDemonstration ) : Screen("ScreenGameplay")
|
||||
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
{
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
m_announcerBattleTrickLevel1.Load( ANNOUNCER->GetPathTo("gameplay battle trick level1") );
|
||||
m_announcerBattleTrickLevel2.Load( ANNOUNCER->GetPathTo("gameplay battle trick level2") );
|
||||
m_announcerBattleTrickLevel3.Load( ANNOUNCER->GetPathTo("gameplay battle trick level3") );
|
||||
@@ -1167,8 +1133,7 @@ void ScreenGameplay::Update( float fDeltaTime )
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
{
|
||||
case PLAY_MODE_ARCADE:
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
if( OneIsHot() ) m_announcerHot.PlayRandom();
|
||||
else if( AllAreInDanger() ) m_announcerDanger.PlayRandom();
|
||||
@@ -1415,52 +1380,32 @@ void SaveChanges()
|
||||
* special case play modes. Need to make sure m_pCurCourse gets erased
|
||||
* correctly, though. -glenn */
|
||||
/* That's a very clever idea! I should look into this. -Chris */
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
if( GAMESTATE->IsCourseMode() )
|
||||
{
|
||||
// FIXME!!!
|
||||
//for( int i=0; i<m_apSongsQueue.size(); i++ )
|
||||
// m_apSongsQueue[i]->Save();
|
||||
}
|
||||
else
|
||||
{
|
||||
case PLAY_MODE_ARCADE:
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
GAMESTATE->m_pCurSong->Save();
|
||||
break;
|
||||
case PLAY_MODE_NONSTOP:
|
||||
case PLAY_MODE_ONI:
|
||||
case PLAY_MODE_ENDLESS:
|
||||
{
|
||||
// FIXME!!!
|
||||
//for( int i=0; i<m_apSongsQueue.size(); i++ )
|
||||
// m_apSongsQueue[i]->Save();
|
||||
}
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
void DontSaveChanges()
|
||||
{
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
if( GAMESTATE->IsCourseMode() )
|
||||
{
|
||||
case PLAY_MODE_ARCADE:
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
GAMESTATE->m_pCurSong->RevertFromDisk();
|
||||
break;
|
||||
case PLAY_MODE_NONSTOP:
|
||||
case PLAY_MODE_ONI:
|
||||
case PLAY_MODE_ENDLESS:
|
||||
{
|
||||
// FIXME
|
||||
// FIXME
|
||||
// for( unsigned i=0; i<m_apSongsQueue.size(); i++ )
|
||||
// {
|
||||
// Song* pSong = m_apSongsQueue[i];
|
||||
// ld.LoadFromSMFile( pSong->GetCacheFilePath(), *pSong );
|
||||
// }
|
||||
}
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
GAMESTATE->m_pCurSong->RevertFromDisk();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1470,8 +1415,7 @@ void ShowSavePrompt( ScreenMessage SM_SendWhenDone )
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
{
|
||||
case PLAY_MODE_ARCADE:
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
sMessage = ssprintf(
|
||||
"You have changed the offset or BPM of\n"
|
||||
@@ -1610,7 +1554,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
{
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
{
|
||||
PlayerNumber winner = GAMESTATE->GetBestPlayer();
|
||||
@@ -1851,8 +1795,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
{
|
||||
case PLAY_MODE_ARCADE:
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
if( PREFSMAN->m_bEventMode )
|
||||
HandleScreenMessage( SM_GoToScreenAfterBack );
|
||||
|
||||
@@ -198,8 +198,7 @@ ScreenNameEntry::ScreenNameEntry() : Screen("ScreenNameEntry")
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
{
|
||||
case PLAY_MODE_ARCADE:
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
{
|
||||
StageStats SS;
|
||||
@@ -409,21 +408,13 @@ void ScreenNameEntry::MenuStart( PlayerNumber pn )
|
||||
if( m_sSelectedName[pn] == "" )
|
||||
m_sSelectedName[pn] = DEFAULT_RANKING_NAME;
|
||||
|
||||
switch( GAMESTATE->m_PlayMode )
|
||||
if( GAMESTATE->IsCourseMode() )
|
||||
{
|
||||
case PLAY_MODE_ARCADE:
|
||||
case PLAY_MODE_HUMAN_BATTLE:
|
||||
case PLAY_MODE_CPU_BATTLE:
|
||||
case PLAY_MODE_RAVE:
|
||||
SONGMAN->m_MachineScores[GAMESTATE->m_RankingNotesType][GAMESTATE->m_RankingCategory[pn]][GAMESTATE->m_iRankingIndex[pn]].sName = m_sSelectedName[pn];
|
||||
break;
|
||||
case PLAY_MODE_NONSTOP:
|
||||
case PLAY_MODE_ONI:
|
||||
case PLAY_MODE_ENDLESS:
|
||||
GAMESTATE->m_pRankingCourse->m_RankingScores[GAMESTATE->m_RankingNotesType][GAMESTATE->m_iRankingIndex[pn]].sName = m_sSelectedName[pn];
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
SONGMAN->m_MachineScores[GAMESTATE->m_RankingNotesType][GAMESTATE->m_RankingCategory[pn]][GAMESTATE->m_iRankingIndex[pn]].sName = m_sSelectedName[pn];
|
||||
}
|
||||
|
||||
bool bAnyStillEntering = false;
|
||||
|
||||
@@ -65,7 +65,7 @@ IntDir=.\../Debug6
|
||||
TargetDir=\stepmania\stepmania
|
||||
TargetName=StepMania-debug
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -102,7 +102,7 @@ IntDir=.\Debug
|
||||
TargetDir=\stepmania\stepmania
|
||||
TargetName=default
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -142,7 +142,7 @@ IntDir=.\../Release6
|
||||
TargetDir=\stepmania\stepmania
|
||||
TargetName=StepMania
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -183,7 +183,7 @@ IntDir=.\StepMania___Xbox_Release
|
||||
TargetDir=\stepmania\stepmania
|
||||
TargetName=default
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -2870,25 +2870,6 @@ SOURCE=.\Background.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\CombinedLifeMeterEnemy.cpp
|
||||
|
||||
!IF "$(CFG)" == "StepMania - Win32 Debug"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Xbox Debug"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Win32 Release"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Xbox Release"
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\CombinedLifeMeterEnemy.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\CombinedLifeMeterTug.cpp
|
||||
|
||||
!IF "$(CFG)" == "StepMania - Win32 Debug"
|
||||
|
||||
Reference in New Issue
Block a user