only allow one attack at a time in Rave
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@@ -284,6 +284,23 @@ const StyleDef* GameState::GetCurrentStyleDef()
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bool GameState::IsPlayable( const ModeChoice& mc )
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{
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if( mc.pm == PLAY_MODE_RAVE )
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{
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// Can't play Rave without characters for attack definitions.
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if( m_pCharacters.empty() )
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return false;
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// Can't play rave unless there is room for two players
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if( mc.style != STYLE_INVALID &&
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GAMEMAN->GetStyleDefForStyle(mc.style)->m_StyleType == StyleDef::ONE_PLAYER_TWO_CREDITS )
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return false;
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// Can't play rave unless there is room for two players
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if( m_CurStyle != STYLE_INVALID &&
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GAMEMAN->GetStyleDefForStyle(m_CurStyle)->m_StyleType == StyleDef::ONE_PLAYER_TWO_CREDITS )
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return false;
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}
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return mc.numSidesJoinedToPlay == GAMESTATE->GetNumSidesJoined();
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}
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@@ -499,17 +516,14 @@ void GameState::LaunchAttack( PlayerNumber target, Attack a )
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}
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}
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void GameState::RemoveAllActiveAttacks()
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void GameState::RemoveActiveAttacksForPlayer( PlayerNumber pn )
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( unsigned s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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for( unsigned s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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m_ActiveAttacks[p][s].fSecsRemaining = 0;
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m_ActiveAttacks[p][s].sModifier = "";
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}
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RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)p );
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m_ActiveAttacks[pn][s].fSecsRemaining = 0;
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m_ActiveAttacks[pn][s].sModifier = "";
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}
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RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)pn );
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}
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void GameState::RemoveAllInventory()
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