split StageStats into player-specific and non-player-specific structs

This commit is contained in:
Chris Danford
2004-12-20 10:47:41 +00:00
parent f840c014a9
commit 09d018444e
23 changed files with 638 additions and 547 deletions
+35
View File
@@ -10,6 +10,41 @@
struct PlayerState
{
PlayerState()
{
m_PlayerNumber = PLAYER_INVALID;
Reset();
}
void Reset()
{
m_CurrentPlayerOptions.Init();
m_PlayerOptions.Init();
m_StoredPlayerOptions.Init();
m_BeatToNoteSkin.clear();
m_fLastDrawnBeat = -100;
m_HealthState = ALIVE;
m_PlayerController = PC_HUMAN;
m_iCpuSkill = 5;
m_iLastPositiveSumOfAttackLevels = 0;
m_fSecondsUntilAttacksPhasedOut = 0;
m_bAttackBeganThisUpdate = false;
m_bAttackEndedThisUpdate = false;
m_ActiveAttacks.clear();
m_ModsToApply.clear();
m_fSuperMeter = 0; // between 0 and NUM_ATTACK_LEVELS
m_fSuperMeterGrowthScale = 1;
for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
m_Inventory[i].MakeBlank();
}
// TODO: Remove use of PlayerNumber. All data about the player should live
// in PlayerState and callers should not use PlayerNumber to index into
// GameState.