Use multiple PlayerInfos. Have them share the master player's NoteField. Pass input to the Player closest to the note.
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@@ -1,13 +1,44 @@
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#include "global.h"
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#include "ScreenGameplayShared.h"
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#include "GameState.h"
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#include "Player.h"
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REGISTER_SCREEN_CLASS( ScreenGameplayShared );
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void ScreenGameplayShared::FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut )
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{
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vPlayerInfoOut.resize( 1 );
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vPlayerInfoOut.front().Load( GAMESTATE->m_MasterPlayerNumber, MultiPlayer_INVALID, true );
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PlayerNumber mpn = GAMESTATE->m_MasterPlayerNumber;
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vPlayerInfoOut.resize( NUM_PLAYERS );
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FOREACH_PlayerNumber( pn )
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vPlayerInfoOut[pn].Load( pn, MultiPlayer_INVALID, true );
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FOREACH_PlayerNumber( pn )
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{
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if( pn != mpn )
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vPlayerInfoOut[pn].m_pPlayer->SetSharedNoteField( vPlayerInfoOut[mpn].m_pPlayer );
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}
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}
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PlayerInfo &ScreenGameplayShared::GetPlayerInfoForInput( const InputEventPlus& iep )
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{
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const float fPositionSeconds = GAMESTATE->m_fMusicSeconds - iep.DeviceI.ts.Ago();
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const float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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const int row = BeatToNoteRow( fSongBeat );
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const int col = iep.StyleI.col;
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int distance = INT_MAX;
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size_t index = 0;
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for( size_t i = 0; i < m_vPlayerInfo.size(); ++i )
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{
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if( !m_vPlayerInfo[i].IsEnabled() )
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continue;
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int d = m_vPlayerInfo[i].m_pPlayer->GetClosestNoteDistance( col, row );
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if( d == -1 || d >= distance)
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continue;
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distance = d;
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index = i;
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}
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return m_vPlayerInfo[index];
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}
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/*
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