Modifier -> Modifiers
This commit is contained in:
@@ -45,7 +45,7 @@ void ActiveAttackList::Refresh()
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continue;
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PlayerOptions po;
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po.FromString( attack.sModifier, true );
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po.FromString( attack.sModifiers, true );
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po.GetThemedMods( vsThemedMods );
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}
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@@ -43,7 +43,7 @@ bool Attack::operator== ( const Attack &rhs ) const
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EQUAL(level) &&
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EQUAL(fStartSecond) &&
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EQUAL(fSecsRemaining) &&
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EQUAL(sModifier) &&
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EQUAL(sModifiers) &&
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EQUAL(bOn) &&
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EQUAL(bGlobal);
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}
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@@ -51,7 +51,7 @@ bool Attack::operator== ( const Attack &rhs ) const
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bool Attack::ContainsTransformOrTurn() const
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{
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PlayerOptions po;
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po.FromString( sModifier );
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po.FromString( sModifiers );
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return po.ContainsTransformOrTurn();
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}
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@@ -61,7 +61,7 @@ Attack Attack::FromGlobalCourseModifier( const CString &sModifiers )
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a.fStartSecond = 0;
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a.fSecsRemaining = 10000; /* whole song */
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a.level = ATTACK_LEVEL_1;
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a.sModifier = sModifiers;
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a.sModifiers = sModifiers;
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a.bGlobal = true;
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return a;
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}
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@@ -11,7 +11,7 @@ struct Attack
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AttackLevel level;
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float fStartSecond; // -1 = now
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float fSecsRemaining;
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CString sModifier;
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CString sModifiers;
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bool bOn; // set and used by GAMESTATE
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bool bGlobal; // true for song-wide course mods
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bool bShowInAttackList;
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@@ -21,7 +21,7 @@ struct Attack
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level = ATTACK_LEVEL_1;
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fStartSecond = -1;
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fSecsRemaining = 0;
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sModifier = CString();
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sModifiers = CString();
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bOn = false;
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bGlobal = false;
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bShowInAttackList = true;
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@@ -31,7 +31,7 @@ struct Attack
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AttackLevel level_,
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float fStartSecond_,
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float fSecsRemaining_,
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CString sModifier_,
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CString sModifiers_,
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bool bOn_,
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bool bGlobal_,
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bool bShowInAttackList_ = true )
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@@ -39,14 +39,14 @@ struct Attack
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level = level_;
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fStartSecond = fStartSecond_;
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fSecsRemaining = fSecsRemaining_;
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sModifier = sModifier_;
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sModifiers = sModifiers_;
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bOn = bOn_;
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bGlobal = bGlobal_;
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bShowInAttackList = bShowInAttackList_;
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}
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void GetAttackBeats( const Song *song, const PlayerState* pPlayerState, float &fStartBeat, float &fEndBeat ) const;
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bool IsBlank() const { return sModifier.empty(); }
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bool IsBlank() const { return sModifiers.empty(); }
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bool operator== ( const Attack &rhs ) const;
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bool ContainsTransformOrTurn() const;
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static Attack FromGlobalCourseModifier( const CString &sModifiers );
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@@ -92,7 +92,7 @@ void AttackDisplay::Update( float fDelta )
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if( attack.IsBlank() )
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continue;
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SetAttack( attack.sModifier );
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SetAttack( attack.sModifiers );
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break;
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}
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}
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@@ -175,7 +175,7 @@ void Course::LoadFromCRSFile( CString sPath )
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end = strtof( sBits[1], NULL );
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else if( !sBits[0].CompareNoCase("MODS") )
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{
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attack.sModifier = sBits[1];
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attack.sModifiers = sBits[1];
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if( end != -9999 )
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{
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ASSERT_M( end >= attack.fStartSecond, ssprintf("Attack ends before it starts. end %f, start %f", end, attack.fStartSecond) );
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@@ -185,7 +185,7 @@ void Course::LoadFromCRSFile( CString sPath )
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// warn on invalid so we catch bogus mods on load
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PlayerOptions po;
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po.FromString( attack.sModifier, true );
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po.FromString( attack.sModifiers, true );
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attacks.push_back( attack );
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}
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@@ -449,7 +449,7 @@ void Course::Save( CString sPath, bool bSavingCache )
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CString line;
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const Attack &a = entry.attacks[j];
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line += ssprintf( " TIME=%.2f:LEN=%.2f:MODS=%s",
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a.fStartSecond, a.fSecsRemaining, a.sModifier.c_str() );
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a.fStartSecond, a.fSecsRemaining, a.sModifiers.c_str() );
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if( j+1 < entry.attacks.size() )
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line += ":";
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@@ -1122,7 +1122,7 @@ void GameState::GetAllUsedNoteSkins( vector<CString> &out ) const
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{
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const Attack &mod = a[j];
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PlayerOptions po;
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po.FromString( mod.sModifier );
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po.FromString( mod.sModifiers );
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out.push_back( po.m_sNoteSkin );
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}
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}
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@@ -1183,7 +1183,7 @@ void GameState::SetNoteSkinForBeatRange( PlayerState* pPlayerState, const CStrin
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* is set. This is also called by GameState::Update when activating a queued attack. */
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void GameState::LaunchAttack( PlayerNumber target, const Attack& a )
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{
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LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifier.c_str(), target+1, a.fStartSecond );
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LOG->Trace( "Launch attack '%s' against P%d at %f", a.sModifiers.c_str(), target+1, a.fStartSecond );
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Attack attack = a;
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@@ -1224,7 +1224,7 @@ void GameState::RemoveAllInventory()
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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m_pPlayerState[p]->m_Inventory[s].fSecsRemaining = 0;
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m_pPlayerState[p]->m_Inventory[s].sModifier = "";
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m_pPlayerState[p]->m_Inventory[s].sModifiers = "";
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}
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}
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}
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@@ -1237,7 +1237,7 @@ void GameState::RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn )
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{
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if( !m_pPlayerState[pn]->m_ActiveAttacks[s].bOn )
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continue; /* hasn't started yet */
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po.FromString( m_pPlayerState[pn]->m_ActiveAttacks[s].sModifier );
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po.FromString( m_pPlayerState[pn]->m_ActiveAttacks[s].sModifiers );
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}
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m_pPlayerState[pn]->m_PlayerOptions = po;
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@@ -168,7 +168,7 @@ void Inventory::AwardItem( int iItemIndex )
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if( iOpenSlot != -1 )
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{
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Attack a;
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a.sModifier = g_Items[iItemIndex].sModifier;
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a.sModifiers = g_Items[iItemIndex].sModifier;
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a.fSecsRemaining = ITEM_DURATION_SECONDS;
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a.level = g_Items[iItemIndex].level;
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pInventory[iOpenSlot] = a;
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@@ -1745,7 +1745,7 @@ void NoteDataUtil::TransformNoteData( NoteData &nd, const AttackArray &aa, Steps
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FOREACH_CONST( Attack, aa, a )
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{
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PlayerOptions po;
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po.FromString( a->sModifier );
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po.FromString( a->sModifiers );
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if( po.ContainsTransformOrTurn() )
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{
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float fStartBeat, fEndBeat;
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@@ -566,13 +566,13 @@ void Player::ApplyWaitingTransforms()
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/* Should this default to "" always? need it blank so we know if mod.sModifier
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* changes the note skin. */
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po.m_sNoteSkin = "";
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po.FromString( mod.sModifier );
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po.FromString( mod.sModifiers );
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float fStartBeat, fEndBeat;
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mod.GetAttackBeats( GAMESTATE->m_pCurSong, m_pPlayerState, fStartBeat, fEndBeat );
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fEndBeat = min( fEndBeat, m_NoteData.GetLastBeat() );
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LOG->Trace( "Applying transform '%s' from %f to %f to '%s'", mod.sModifier.c_str(), fStartBeat, fEndBeat,
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LOG->Trace( "Applying transform '%s' from %f to %f to '%s'", mod.sModifiers.c_str(), fStartBeat, fEndBeat,
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GAMESTATE->m_pCurSong->GetTranslitMainTitle().c_str() );
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if( po.m_sNoteSkin != "" )
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GAMESTATE->SetNoteSkinForBeatRange( m_pPlayerState, po.m_sNoteSkin, fStartBeat, fEndBeat );
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@@ -45,7 +45,7 @@ void ScoreDisplayBattle::Update( float fDelta )
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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const Attack& attack = m_pPlayerState->m_Inventory[s];
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CString sNewModifier = attack.sModifier;
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CString sNewModifier = attack.sModifiers;
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if( sNewModifier != m_iLastSeenInventory[s] )
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{
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@@ -144,7 +144,7 @@ void ScoreKeeperRave::LaunchAttack( AttackLevel al )
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Attack a;
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a.level = al;
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a.fSecsRemaining = ATTACK_DURATION_SECONDS;
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a.sModifier = sAttackToGive;
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a.sModifiers = sAttackToGive;
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// remove current attack (if any)
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GAMESTATE->RemoveActiveAttacksForPlayer( pnToAttack );
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@@ -817,7 +817,7 @@ void ScreenGameplay::SetupSong( int iSongIndex )
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a.fStartSecond = -1; // now
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GAMESTATE->LaunchAttack( p, a );
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GAMESTATE->m_SongOptions.FromString( a.sModifier );
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GAMESTATE->m_SongOptions.FromString( a.sModifiers );
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}
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// UGLY: Force updating the BeatToNoteSkin mapping and cache NoteSkins now, or else
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