WRAP is only safe for the int range, since it needs to cast to int to
negate; so only allow int.
When possible, use a (possibly templated) inline function instead of
a #define.
Remove SAFE_* since that still couldn't be used in that function. Oh well.
Fix the bug that was crashing SM.
This driver actually works. When I say, "works," I mean that the position of the playing sound is actually returned correctly. The sound, however, is absolutely awful.
(why was this return here? we need to set up the first frame after reverting to the default animation.)
remove m_sMostRecentAnimation, as it is not needed at all.
why? then it becomes more obvious when someone fails since their last digit switches between 0 and 5,
rather than x and (x + 5) mod 10.
note: this ONLY affects scores after failing and has no effect on scores that don't represent failing scores
oh yea, simplified code a little
not sure if this looks better, or if the old method looked better
side note: can someone with milkshape please make a JumpUD animation that is the same length as the JumpLR, but adds
the 90 degree turn? I really want to kill the magic numbers for the UD jump animation, since they don't always work for every song.
change IsPlayerEnabled() to IsHumanPlayer()
check to see if we can use the BeginnerHelper before attempting to use it.
Disable BeginnerHelper for non-Dance game types.
make beginnerhelper not miss steps on fast songs.
(kinda ugly but it works. what was happening is there wasn't a tap note at the position
checked during the updates around the tap note that was missed, so Step was never called for it)
dedicated menu buttons and arcade options navigation.
(for running StepMania in a DDR-style cabinet. assuming, currently, that
there is a full set of menu buttons behind the coin door for the operator menus.)