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itgmania212121/stepmania/src/Attack.cpp
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#include "global.h"
#include "Attack.h"
#include "GameState.h"
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#include "RageUtil.h"
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#include "song.h"
void Attack::GetAttackBeats( const Song *song, PlayerNumber pn, float &fStartBeat, float &fEndBeat ) const
{
if( fStartSecond >= 0 )
{
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CHECKPOINT;
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fStartBeat = song->GetBeatFromElapsedTime( fStartSecond );
fEndBeat = song->GetBeatFromElapsedTime( fStartSecond+fSecsRemaining );
} else {
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CHECKPOINT;
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/* If fStartSecond < 0, then the attack starts right off the screen; this requires
* that a song actually be playing. Pre-queued course attacks must always have
* fStartSecond >= 0. */
ASSERT( GAMESTATE->m_pCurSong );
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/* We're setting this effect on the fly. If it's an arrow-changing effect
* (transform or note skin), apply it in the future, past what's currently on
* screen, so new arrows will scroll on screen with this effect. */
GAMESTATE->GetUndisplayedBeats( pn, fSecsRemaining, fStartBeat, fEndBeat );
}
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RAGE_ASSERT_M( fEndBeat >= fStartBeat, ssprintf("%f >= %f", fEndBeat, fStartBeat) );
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}