[splittiming] Let's break things again! (222)
We introduced a new class, called "SongPosition", that replaces some instance variables in the GameState class. (GameState::m_Position). Then, you also have it in PlayerState class which keeps track of the position based on their steps. (PlayerState::m_Position). Fixing the build errors: - GAMESTATE->m_fSomething should now be: - GAMESTATE->m_Position.m_fSomething - pPlayerState->m_Position.m_fSomething (or m_pPlayerState for some instance!)
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+3
-22
@@ -10,6 +10,7 @@
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#include "RageTimer.h"
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#include "PlayerOptions.h"
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#include "SongOptions.h"
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#include "SongPosition.h"
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#include "Preference.h"
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#include <map>
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@@ -194,29 +195,9 @@ public:
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bool m_bBackedOutOfFinalStage;
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// Music statistics:
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// Arcade - the current stage (one song).
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// Oni/Endless - a single song in a course.
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// Let a lot of classes access this info here so they don't have to keep their own copies.
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// todo: [NUM_PLAYERS] this for split bpm lolol -aj
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float m_fMusicSeconds; // time into the current song, not scaled by music rate
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float m_fSongBeat;
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float m_fSongBeatNoOffset;
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float m_fCurBPS;
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float m_fLightSongBeat; // g_fLightsFalloffSeconds ahead
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//bool m_bStop; // in the middle of a stop (freeze or delay)
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/** @brief A flag to determine if we're in the middle of a freeze/stop. */
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bool m_bFreeze;
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/** @brief A flag to determine if we're in the middle of a delay (Pump style stop). */
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bool m_bDelay;
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/** @brief The row used to start a warp. */
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int m_iWarpBeginRow;
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/** @brief The beat to warp to afterwards. */
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float m_fWarpDestination;
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RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
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BroadcastOnChange<bool> m_bGameplayLeadIn;
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SongPosition m_Position;
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float m_fMusicSecondsVisible;
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float m_fSongBeatVisible;
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BroadcastOnChange<bool> m_bGameplayLeadIn;
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// if re-adding noteskin changes in courses, add functions and such here -aj
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void GetAllUsedNoteSkins( vector<RString> &out ) const;
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