don't show forced beginner mods in attack list
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@@ -41,6 +41,8 @@ void ActiveAttackList::Refresh()
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if( !attack.bOn )
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continue; /* hasn't started yet */
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if( !attack.bShowInAttackList )
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continue;
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PlayerOptions po;
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po.FromString( attack.sModifier, true );
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@@ -14,6 +14,7 @@ struct Attack
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CString sModifier;
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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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void MakeBlank()
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{
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@@ -23,6 +24,7 @@ struct Attack
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sModifier = CString();
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bOn = false;
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bGlobal = false;
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bShowInAttackList = true;
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}
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Attack() { MakeBlank(); }
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Attack(
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@@ -31,7 +33,8 @@ struct Attack
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float fSecsRemaining_,
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CString sModifier_,
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bool bOn_,
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bool bGlobal_ )
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bool bGlobal_,
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bool bShowInAttackList_ = true )
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{
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level = level_;
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fStartSecond = fStartSecond_;
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@@ -39,6 +42,7 @@ struct Attack
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sModifier = sModifier_;
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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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@@ -741,7 +741,7 @@ void ScreenGameplay::InitSongQueues()
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AttackArray aa;
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if( pSteps->GetDifficulty() == DIFFICULTY_BEGINNER && (bool)USE_FORCED_MODIFIERS_IN_BEGINNER )
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aa.push_back( Attack(ATTACK_LEVEL_1, 0, 0, FORCED_MODIFIERS_IN_BEGINNER, false, true) );
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aa.push_back( Attack(ATTACK_LEVEL_1, 0, 0, FORCED_MODIFIERS_IN_BEGINNER, false, true, false) ); // don't show in AttackList
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m_asModifiersQueue[p].push_back( aa );
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}
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