break battle into two PlayModes: CPU_BATTLE, HUMAN_BATTLE
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@@ -301,6 +301,11 @@ bool GameState::IsPlayerEnabled( PlayerNumber pn )
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if( m_PlayMode == PLAY_MODE_RAVE )
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return true;
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// In cpu battle, show cpu player only if there's room on the screen.
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if( m_PlayMode == PLAY_MODE_CPU_BATTLE )
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if( GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_ONE_CREDIT )
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return true;
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return IsHumanPlayer( pn );
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}
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@@ -401,7 +406,8 @@ StageResult GameState::GetStageResult( PlayerNumber pn )
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{
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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return (m_fOpponentHealthPercent==0)?RESULT_WIN:RESULT_LOSE;
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case PLAY_MODE_RAVE:
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switch( pn )
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@@ -489,11 +495,14 @@ void GameState::LaunchAttack( PlayerNumber target, Attack a )
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void GameState::RemoveAllActiveAttacks()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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for( unsigned s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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m_ActiveAttacks[p][s].fSecsRemaining = 0;
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m_ActiveAttacks[p][s].sModifier = "";
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}
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RebuildPlayerOptionsFromActiveAttacks( (PlayerNumber)p );
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}
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}
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void GameState::RemoveAllInventory()
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