Modifier -> Modifiers
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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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