Add more docs.
This commit is contained in:
@@ -1,5 +1,3 @@
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/* LocalizedString - */
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#ifndef LocalizedString_H
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#ifndef LocalizedString_H
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#define LocalizedString_H
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#define LocalizedString_H
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@@ -10,7 +8,7 @@ public:
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virtual void Load( const RString& sGroup, const RString& sName ) = 0;
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virtual void Load( const RString& sGroup, const RString& sName ) = 0;
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virtual const RString &GetLocalized() const = 0;
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virtual const RString &GetLocalized() const = 0;
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};
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};
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/** @brief Get a String based on the user's natural language. */
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class LocalizedString
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class LocalizedString
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{
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{
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public:
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public:
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@@ -31,8 +29,10 @@ private:
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#endif
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#endif
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/*
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/**
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* Copyright (c) 2001-2005 Chris Danford, Glenn Maynard
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* @file
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* @author Chris Danford, Glenn Maynard (c) 2001-2005
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* @section LICENSE
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* Permission is hereby granted, free of charge, to any person obtaining a
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@@ -13,17 +13,25 @@ struct TapNote;
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/** @brief NoteData with scores for each TapNote and HoldNote. */
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/** @brief NoteData with scores for each TapNote and HoldNote. */
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namespace NoteDataWithScoring
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namespace NoteDataWithScoring
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{
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{
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/**
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* @brief Has the current row of NoteData been judged completely?
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* @param in the entire Notedata.
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* @param iRow the row to check.
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* @return true if it has been completley judged, or false otherwise. */
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bool IsRowCompletelyJudged( const NoteData &in, unsigned iRow );
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bool IsRowCompletelyJudged( const NoteData &in, unsigned iRow );
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TapNoteScore MinTapNoteScore( const NoteData &in, unsigned iRow );
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TapNoteScore MinTapNoteScore( const NoteData &in, unsigned iRow );
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const TapNote &LastTapNoteWithResult( const NoteData &in, unsigned iRow );
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const TapNote &LastTapNoteWithResult( const NoteData &in, unsigned iRow );
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void GetActualRadarValues( const NoteData &in, const PlayerStageStats &pss, float fSongSeconds, RadarValues& out );
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void GetActualRadarValues( const NoteData &in, const PlayerStageStats &pss,
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float fSongSeconds, RadarValues& out );
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};
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};
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#endif
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#endif
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/*
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/**
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* @file
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* @author Chris Danford, Glenn Maynard (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* Permission is hereby granted, free of charge, to any person obtaining a
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+23
-10
@@ -1,5 +1,3 @@
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/* PlayerStageStats - Contains statistics for one stage of play - either one song, or a whole course. */
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#ifndef PlayerStageStats_H
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#ifndef PlayerStageStats_H
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#define PlayerStageStats_H
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#define PlayerStageStats_H
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@@ -10,7 +8,7 @@
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#include <map>
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#include <map>
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class Steps;
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class Steps;
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struct lua_State;
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struct lua_State;
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/** @brief Contains statistics for one stage of play - either one song, or a whole course. */
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class PlayerStageStats
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class PlayerStageStats
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{
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{
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public:
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public:
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@@ -32,10 +30,18 @@ public:
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bool m_bJoined;
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bool m_bJoined;
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vector<Steps*> m_vpPossibleSteps;
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vector<Steps*> m_vpPossibleSteps;
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int m_iStepsPlayed; // how many of m_vpPossibleStepshow many of m_vpPossibleSteps were played
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int m_iStepsPlayed; // how many of m_vpPossibleStepshow many of m_vpPossibleSteps were played
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float m_fAliveSeconds; // how far into the music did they last before failing? Updated by Gameplay, scaled by music rate.
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/**
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* @brief How far into the music did the Player last before failing?
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*
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* This is updated by Gameplay, and scaled by the music rate. */
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float m_fAliveSeconds;
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/* Set if the player actually failed at any point during the song. This is always
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/**
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* false in FAIL_OFF. If recovery is enabled and two players are playing,
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* @brief Have the Players failed at any point during the song?
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*
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* If FAIL_OFF is in use, this is always false.
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*
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* If health recovery is possible after failing (requires two players),
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* this is only set if both players were failing at the same time. */
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* this is only set if both players were failing at the same time. */
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bool m_bFailed;
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bool m_bFailed;
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@@ -54,10 +60,15 @@ public:
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int m_iMaxScore;
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int m_iMaxScore;
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RadarValues m_radarPossible; // filled in by ScreenGameplay on start of notes
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RadarValues m_radarPossible; // filled in by ScreenGameplay on start of notes
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RadarValues m_radarActual;
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RadarValues m_radarActual;
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// The number of songs played and passed, respectively.
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/** @brief How many songs were passed by the Player? */
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int m_iSongsPassed;
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int m_iSongsPassed;
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/** @brief How many songs were played by the Player? */
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int m_iSongsPlayed;
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int m_iSongsPlayed;
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float m_fLifeRemainingSeconds; // used in survival
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/**
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* @brief How many seconds were left for the Player?
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*
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* This is used in the Survival mode. */
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float m_fLifeRemainingSeconds;
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// workout
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// workout
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float m_iNumControllerSteps;
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float m_iNumControllerSteps;
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@@ -125,8 +136,10 @@ public:
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#endif
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#endif
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/*
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/**
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* @file
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* @author Chris Danford, Glenn Maynard (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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* All rights reserved.
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*
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* Permission is hereby granted, free of charge, to any person obtaining a
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+20
-7
@@ -1,5 +1,3 @@
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/** @brief Profile - Player data that persists between sessions. Can be stored on a local disk or on a memory card. */
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#ifndef Profile_H
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#ifndef Profile_H
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#define Profile_H
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#define Profile_H
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@@ -62,7 +60,10 @@ class Song;
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class Steps;
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class Steps;
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class Course;
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class Course;
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class Game;
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class Game;
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/**
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* @brief Player data that persists between sessions.
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*
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* This can be stored on a local disk or on a memory card. */
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class Profile
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class Profile
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{
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{
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public:
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public:
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@@ -95,14 +96,20 @@ public:
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Song *GetMostPopularSong() const;
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Song *GetMostPopularSong() const;
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Course *GetMostPopularCourse() const;
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Course *GetMostPopularCourse() const;
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void AddStepTotals( int iNumTapsAndHolds, int iNumJumps, int iNumHolds, int iNumRolls, int iNumMines, int iNumHands, int iNumLifts, float fCaloriesBurned );
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void AddStepTotals( int iNumTapsAndHolds, int iNumJumps, int iNumHolds, int iNumRolls, int iNumMines,
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int iNumHands, int iNumLifts, float fCaloriesBurned );
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bool IsMachine() const;
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bool IsMachine() const;
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// Editable data
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// Editable data
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RString m_sDisplayName;
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RString m_sDisplayName;
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RString m_sCharacterID;
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RString m_sCharacterID;
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RString m_sLastUsedHighScoreName; // this doesn't really belong in "editable", but we need it in the smaller editable file so that it can be ready quickly.
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/**
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* @brief The last used name for high scoring purposes.
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*
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* This really shouldn't be in "editable", but it's needed in the smaller editable file
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* so that it can be ready quickly. */
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RString m_sLastUsedHighScoreName;
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int m_iWeightPounds; // 0 == not set
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int m_iWeightPounds; // 0 == not set
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//RString m_sProfileImageName; // todo: add a default image -aj
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//RString m_sProfileImageName; // todo: add a default image -aj
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@@ -136,7 +143,13 @@ public:
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int m_iTotalHands;
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int m_iTotalHands;
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int m_iTotalLifts;
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int m_iTotalLifts;
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set<RString> m_UnlockedEntryIDs;
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set<RString> m_UnlockedEntryIDs;
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mutable RString m_sLastPlayedMachineGuid; // mutable because we overwrite this on save, and I don't want to remove const from the whole save chain. -Chris
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/**
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* @brief Which machine did we play on last, based on the Guid?
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*
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* This is mutable because it's overwritten on save, but is usually
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* const everywhere else. It was decided to keep const on the whole
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* save chain and keep this mutable. -Chris */
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mutable RString m_sLastPlayedMachineGuid;
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mutable DateTime m_LastPlayedDate;
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mutable DateTime m_LastPlayedDate;
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/* These stats count twice in the machine profile if two players are playing;
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/* These stats count twice in the machine profile if two players are playing;
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* that's the only approach that makes sense for ByDifficulty and ByMeter. */
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* that's the only approach that makes sense for ByDifficulty and ByMeter. */
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@@ -217,7 +230,7 @@ public:
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/**
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/**
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* @brief The basics for Calorie Data
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* @brief The basics for Calorie Data.
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*
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*
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* Why track calories in a map, and not in a static sized array like
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* Why track calories in a map, and not in a static sized array like
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* Bookkeeping? The machine's clock is not guaranteed to be set correctly.
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* Bookkeeping? The machine's clock is not guaranteed to be set correctly.
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+4
-3
@@ -1,5 +1,3 @@
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/** @brief Steps - Holds note information for a Song. A Song may have one or more Notes. */
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#ifndef STEPS_H
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#ifndef STEPS_H
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#define STEPS_H
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#define STEPS_H
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@@ -21,7 +19,10 @@ struct lua_State;
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*/
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*/
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const int MAX_EDIT_STEPS_DESCRIPTION_LENGTH = 12;
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const int MAX_EDIT_STEPS_DESCRIPTION_LENGTH = 12;
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/** @brief The collective note pattern and information of the Steps that are played. */
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/**
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* @brief Holds note information for a Song.
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*
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* A Song may have one or more Notes. */
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class Steps
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class Steps
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{
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{
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public:
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public:
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