split StageStats into player-specific and non-player-specific structs
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@@ -10,6 +10,41 @@
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struct PlayerState
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{
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PlayerState()
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{
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m_PlayerNumber = PLAYER_INVALID;
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Reset();
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}
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void Reset()
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{
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m_CurrentPlayerOptions.Init();
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m_PlayerOptions.Init();
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m_StoredPlayerOptions.Init();
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m_BeatToNoteSkin.clear();
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m_fLastDrawnBeat = -100;
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m_HealthState = ALIVE;
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m_PlayerController = PC_HUMAN;
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m_iCpuSkill = 5;
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m_iLastPositiveSumOfAttackLevels = 0;
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m_fSecondsUntilAttacksPhasedOut = 0;
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m_bAttackBeganThisUpdate = false;
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m_bAttackEndedThisUpdate = false;
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m_ActiveAttacks.clear();
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m_ModsToApply.clear();
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m_fSuperMeter = 0; // between 0 and NUM_ATTACK_LEVELS
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m_fSuperMeterGrowthScale = 1;
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for( int i=0; i<NUM_INVENTORY_SLOTS; i++ )
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m_Inventory[i].MakeBlank();
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}
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// TODO: Remove use of PlayerNumber. All data about the player should live
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// in PlayerState and callers should not use PlayerNumber to index into
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// GameState.
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