pull stuff out from GameState
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@@ -560,47 +560,6 @@ void GameState::Update( float fDelta )
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{
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m_pPlayerState[p]->Update( fDelta );
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// TRICKY: GAMESTATE->Update is run before any of the Screen update's,
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// so we'll clear these flags here and let them get turned on later
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m_pPlayerState[p]->m_bAttackBeganThisUpdate = false;
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m_pPlayerState[p]->m_bAttackEndedThisUpdate = false;
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bool bRebuildPlayerOptions = false;
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/* See if any delayed attacks are starting or ending. */
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for( unsigned s=0; s<m_pPlayerState[p]->m_ActiveAttacks.size(); s++ )
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{
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Attack &attack = m_pPlayerState[p]->m_ActiveAttacks[s];
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// -1 is the "starts now" sentinel value. You must add the attack
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// by calling GameState::LaunchAttack, or else the -1 won't be
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// converted into the current music time.
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ASSERT( attack.fStartSecond != -1 );
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bool bCurrentlyEnabled =
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attack.bGlobal ||
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( attack.fStartSecond < this->m_fMusicSeconds &&
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m_fMusicSeconds < attack.fStartSecond+attack.fSecsRemaining );
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if( m_pPlayerState[p]->m_ActiveAttacks[s].bOn == bCurrentlyEnabled )
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continue; /* OK */
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if( m_pPlayerState[p]->m_ActiveAttacks[s].bOn && !bCurrentlyEnabled )
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m_pPlayerState[p]->m_bAttackEndedThisUpdate = true;
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else if( !m_pPlayerState[p]->m_ActiveAttacks[s].bOn && bCurrentlyEnabled )
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m_pPlayerState[p]->m_bAttackBeganThisUpdate = true;
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bRebuildPlayerOptions = true;
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m_pPlayerState[p]->m_ActiveAttacks[s].bOn = bCurrentlyEnabled;
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}
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if( bRebuildPlayerOptions )
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m_pPlayerState[p]->RebuildPlayerOptionsFromActiveAttacks();
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if( m_pPlayerState[p]->m_fSecondsUntilAttacksPhasedOut > 0 )
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m_pPlayerState[p]->m_fSecondsUntilAttacksPhasedOut = max( 0, m_pPlayerState[p]->m_fSecondsUntilAttacksPhasedOut - fDelta );
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if( !m_bGoalComplete[p] && IsGoalComplete(p) )
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{
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m_bGoalComplete[p] = true;
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