cleanup, fix typo
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@@ -64,7 +64,7 @@ GameState::~GameState()
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void GameState::Reset()
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void GameState::Reset()
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{
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{
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if( m_timeGameStated != 0 && m_vPlayedStageStats.size() ) // we were in the middle of a game and played at least one song
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if( m_timeGameStarted != 0 && m_vPlayedStageStats.size() ) // we were in the middle of a game and played at least one song
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EndGame();
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EndGame();
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@@ -72,7 +72,7 @@ void GameState::Reset()
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int p;
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int p;
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m_timeGameStated = 0;
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m_timeGameStarted = 0;
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m_CurStyle = STYLE_INVALID;
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m_CurStyle = STYLE_INVALID;
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for( p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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m_bSideIsJoined[p] = false;
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m_bSideIsJoined[p] = false;
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@@ -155,7 +155,7 @@ void GameState::Reset()
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void GameState::BeginGame()
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void GameState::BeginGame()
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{
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{
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m_timeGameStated = time(NULL);
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m_timeGameStarted = time(NULL);
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}
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}
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void GameState::EndGame()
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void GameState::EndGame()
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@@ -163,7 +163,7 @@ void GameState::EndGame()
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// Update profile stats
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// Update profile stats
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time_t now = time(NULL);
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time_t now = time(NULL);
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int iPlaySeconds = now - m_timeGameStated;
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int iPlaySeconds = now - m_timeGameStarted;
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if( iPlaySeconds < 0 )
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if( iPlaySeconds < 0 )
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iPlaySeconds = 0;
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iPlaySeconds = 0;
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@@ -55,7 +55,7 @@ public:
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PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides
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PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides
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bool m_bIsOnSystemMenu; // system screens will not be effected by the operator key -- Miryokuteki
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bool m_bIsOnSystemMenu; // system screens will not be effected by the operator key -- Miryokuteki
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bool m_bDifficultCourses; // used in nonstop
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bool m_bDifficultCourses; // used in nonstop
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time_t m_timeGameStated; // from the moment the first player pressed Start
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time_t m_timeGameStarted; // from the moment the first player pressed Start
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/* This is set to a random number per-game/round; it can be used for a random seed. */
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/* This is set to a random number per-game/round; it can be used for a random seed. */
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int m_iGameSeed, m_iRoundSeed;
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int m_iGameSeed, m_iRoundSeed;
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@@ -164,6 +164,8 @@ public:
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// Nonstop/Oni/Endless: for current course (which usually contains multiple songs)
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// Nonstop/Oni/Endless: for current course (which usually contains multiple songs)
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//
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//
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StageStats m_CurStageStats; // current stage (not necessarily passed if Extra Stage)
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StageStats m_CurStageStats; // current stage (not necessarily passed if Extra Stage)
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vector<StageStats> m_vPlayedStageStats;
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enum HealthState { HOT, ALIVE, DANGER, DEAD };
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enum HealthState { HOT, ALIVE, DANGER, DEAD };
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HealthState m_HealthState[NUM_PLAYERS];
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HealthState m_HealthState[NUM_PLAYERS];
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bool AllAreInDangerOrWorse() const;
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bool AllAreInDangerOrWorse() const;
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@@ -202,13 +204,7 @@ public:
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StageResult GetStageResult( PlayerNumber pn );
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StageResult GetStageResult( PlayerNumber pn );
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void ResetStageStatistics(); // Call this when it's time to play a new stage.
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void ResetStageStatistics(); // Call this when it's time to play a new stage.
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void GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>& vSongsOut ); // shown on arcade final evaluation
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vector<StageStats> m_vPlayedStageStats; // Only useful in Arcade for final evaluation
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// A song is only inserted here if at least one player passed.
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// StageStats are added by the Evaluation screen
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void GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>& vSongsOut ); // shown on arcade final evaluation
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//
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//
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