Another batch of doxy.
This commit is contained in:
+16
-7
@@ -5,7 +5,7 @@
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#include "GameConstantsAndTypes.h"
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#include "GameConstantsAndTypes.h"
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#include "ActorFrame.h"
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#include "ActorFrame.h"
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/** @brief Multiple Players sharing one LifeMeter. */
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class CombinedLifeMeter : public ActorFrame
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class CombinedLifeMeter : public ActorFrame
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{
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{
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public:
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public:
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@@ -13,11 +13,18 @@ public:
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virtual ~CombinedLifeMeter() {};
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virtual ~CombinedLifeMeter() {};
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virtual void OnLoadSong() {};
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virtual void OnLoadSong() {};
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/* Change life after receiving a tap note grade. This *is* called for
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/**
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* the head of hold notes. */
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* @brief Change life after receiving a tap note grade.
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*
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* Note that this *is* called for the head of hold/roll notes.
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* @param pn the PlayerNumber that hit the TapNote.
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* @param tns the score received from the TapNote. */
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virtual void ChangeLife( PlayerNumber pn, TapNoteScore tns ) = 0;
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virtual void ChangeLife( PlayerNumber pn, TapNoteScore tns ) = 0;
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/* Change life after receiving a hold note grade. tscore is the score
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/**
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* received for the initial tap note. */
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* @brief Change life after receiving a hold note grade.
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* @param pn the PlayerNumber that received the hold note score.
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* @param hns the hold note score recently received.
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* @param tns the score from the initial TapNote. */
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virtual void ChangeLife( PlayerNumber pn, HoldNoteScore hns, TapNoteScore tns ) = 0;
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virtual void ChangeLife( PlayerNumber pn, HoldNoteScore hns, TapNoteScore tns ) = 0;
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virtual void HandleTapScoreNone( PlayerNumber pn ) = 0;
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virtual void HandleTapScoreNone( PlayerNumber pn ) = 0;
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};
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};
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@@ -26,8 +33,10 @@ public:
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#endif
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#endif
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/*
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/**
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* (c) 2003 Chris Danford
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* @file
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* @author Chris Danford (c) 2003
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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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@@ -1,12 +1,10 @@
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/* CombinedLifeMeterTug - Dance Magic-like tug-o-war life meter. */
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#ifndef CombinedLifeMeterTug_H
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#ifndef CombinedLifeMeterTug_H
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#define CombinedLifeMeterTug_H
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#define CombinedLifeMeterTug_H
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#include "CombinedLifeMeter.h"
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#include "CombinedLifeMeter.h"
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#include "MeterDisplay.h"
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#include "MeterDisplay.h"
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/** @brief Dance Magic-like tug-o-war life meter. */
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class CombinedLifeMeterTug : public CombinedLifeMeter
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class CombinedLifeMeterTug : public CombinedLifeMeter
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{
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{
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public:
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public:
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@@ -27,8 +25,10 @@ protected:
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#endif
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#endif
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/*
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/**
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* (c) 2003-2004 Chris Danford
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* @file
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* @author Chris Danford (c) 2003-2004
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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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+5
-5
@@ -1,5 +1,3 @@
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/* GhostArrowRow - Row of GhostArrow actors. */
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#ifndef GHOSTARROWROW_H
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#ifndef GHOSTARROWROW_H
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#define GHOSTARROWROW_H
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#define GHOSTARROWROW_H
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@@ -8,7 +6,7 @@
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#include "NoteTypes.h"
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#include "NoteTypes.h"
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class PlayerState;
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class PlayerState;
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/** @brief Row of GhostArrow Actors. */
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class GhostArrowRow : public ActorFrame
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class GhostArrowRow : public ActorFrame
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{
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{
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public:
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public:
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@@ -34,8 +32,10 @@ protected:
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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
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* @file
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* @author Chris Danford (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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+6
-5
@@ -1,5 +1,3 @@
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/* Inventory - Inventory management for PLAY_MODE_BATTLE. */
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#ifndef Inventory_H
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#ifndef Inventory_H
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#define Inventory_H
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#define Inventory_H
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@@ -13,7 +11,7 @@ AutoScreenMessage( SM_BattleDamageLevel2 );
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AutoScreenMessage( SM_BattleDamageLevel3 );
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AutoScreenMessage( SM_BattleDamageLevel3 );
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class PlayerState;
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class PlayerState;
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/** @brief Inventory management for PLAY_MODE_BATTLE. */
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class Inventory : public Actor
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class Inventory : public Actor
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{
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{
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public:
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public:
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@@ -32,6 +30,7 @@ protected:
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PlayerState* m_pPlayerState;
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PlayerState* m_pPlayerState;
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int m_iLastSeenCombo;
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int m_iLastSeenCombo;
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/** @brief a sound played when an item has been acquired. */
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RageSound m_soundAcquireItem;
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RageSound m_soundAcquireItem;
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vector<RageSound*> m_vpSoundUseItem;
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vector<RageSound*> m_vpSoundUseItem;
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RageSound m_soundItemEnding;
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RageSound m_soundItemEnding;
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@@ -39,8 +38,10 @@ protected:
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#endif
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#endif
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/*
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/**
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* (c) 2003 Chris Danford
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* @file
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* @author Chris Danford (c) 2003
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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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+17
-15
@@ -8,18 +8,18 @@ class PlayerState;
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struct TapNote;
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struct TapNote;
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struct HoldNoteResult;
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struct HoldNoteResult;
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struct NoteMetricCache_t;
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struct NoteMetricCache_t;
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/** @brief the various parts of a Note. */
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enum NotePart
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enum NotePart
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{
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{
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NotePart_Tap,
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NotePart_Tap, /**< The part representing a traditional TapNote. */
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NotePart_Mine,
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NotePart_Mine, /**< The part representing a mine. */
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NotePart_Lift,
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NotePart_Lift, /**< The part representing a lift note. */
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NotePart_Fake,
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NotePart_Fake, /**< The part representing a fake note. */
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NotePart_HoldHead,
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NotePart_HoldHead, /**< The part representing a hold head. */
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NotePart_HoldTail,
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NotePart_HoldTail, /**< The part representing a hold tail. */
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NotePart_HoldTopCap,
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NotePart_HoldTopCap, /**< The part representing a hold's top cap. */
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NotePart_HoldBody,
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NotePart_HoldBody, /**< The part representing a hold's body. */
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NotePart_HoldBottomCap,
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NotePart_HoldBottomCap, /**< The part representing a hold's bottom cap. */
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NUM_NotePart,
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NUM_NotePart,
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NotePart_Invalid
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NotePart_Invalid
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};
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};
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@@ -45,11 +45,11 @@ struct NoteColorSprite
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private:
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private:
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NoteResource *m_p;
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NoteResource *m_p;
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};
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};
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/** @brief What types of holds are there? */
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enum HoldType
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enum HoldType
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{
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{
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hold,
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hold, /**< Merely keep your foot held on the body for it to count. */
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roll,
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roll, /**< Keep hitting the hold body for it to stay alive. */
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// minefield,
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// minefield,
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NUM_HoldType,
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NUM_HoldType,
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HoldType_Invalid
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HoldType_Invalid
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@@ -120,8 +120,10 @@ private:
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#endif
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#endif
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/*
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/**
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* (c) 2001-2006 Brian Bugh, Ben Nordstrom, Chris Danford, Steve Checkoway
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* @file
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* @author Brian Bugh, Ben Nordstrom, Chris Danford, Steve Checkoway (c) 2001-2006
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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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+5
-5
@@ -1,5 +1,3 @@
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/* NoteField - An Actor that renders a NoteData. */
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#ifndef NOTE_FIELD_H
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#ifndef NOTE_FIELD_H
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#define NOTE_FIELD_H
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#define NOTE_FIELD_H
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@@ -13,7 +11,7 @@
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struct Attack;
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struct Attack;
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class NoteData;
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class NoteData;
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/** @brief An Actor that renders NoteData. */
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class NoteField : public ActorFrame
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class NoteField : public ActorFrame
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{
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{
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public:
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public:
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@@ -103,8 +101,10 @@ protected:
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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
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* @file
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* @author Chris Danford (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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@@ -1,5 +1,3 @@
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/* NoteSkinManager - Loads note skins. */
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#ifndef NOTE_SKIN_MANAGER_H
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#ifndef NOTE_SKIN_MANAGER_H
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#define NOTE_SKIN_MANAGER_H
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#define NOTE_SKIN_MANAGER_H
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@@ -10,7 +8,7 @@
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class Game;
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class Game;
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struct NoteSkinData;
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struct NoteSkinData;
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/** @brief Loads note skins. */
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class NoteSkinManager
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class NoteSkinManager
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{
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{
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public:
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public:
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@@ -63,8 +61,10 @@ public:
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#endif
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#endif
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/*
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/**
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* (c) 2003-2004 Chris Danford
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* @file
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* @author Chris Danford (c) 2003-2004
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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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@@ -1,5 +1,3 @@
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/* ReceptorArrowRow - A row of ReceptorArrow objects. */
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#ifndef RECEPTOR_ARROW_ROW_H
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#ifndef RECEPTOR_ARROW_ROW_H
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#define RECEPTOR_ARROW_ROW_H
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#define RECEPTOR_ARROW_ROW_H
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@@ -8,7 +6,7 @@
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#include "GameConstantsAndTypes.h"
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#include "GameConstantsAndTypes.h"
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class PlayerState;
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class PlayerState;
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/** @brief A row of ReceptorArrow objects. */
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class ReceptorArrowRow : public ActorFrame
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class ReceptorArrowRow : public ActorFrame
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{
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{
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public:
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public:
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@@ -35,8 +33,10 @@ protected:
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#endif
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#endif
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/*
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/**
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* (c) 2001-2003 Chris Danford
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* @file
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* @author Chris Danford (c) 2001-2003
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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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@@ -18,7 +18,7 @@
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* if it becomes needed.) */
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* if it becomes needed.) */
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#include "RageInputDevice.h" // for InputDevice
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#include "RageInputDevice.h" // for InputDevice
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#include "arch/RageDriver.h"
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#include "arch/RageDriver.h"
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/** @brief A class designed to handle special input devices. */
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class InputHandler: public RageDriver
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class InputHandler: public RageDriver
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{
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{
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public:
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public:
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@@ -75,8 +75,10 @@ private:
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#endif
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#endif
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/*
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/**
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* (c) 2003-2004 Glenn Maynard
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* @file
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* @author Glenn Maynard (c) 2003-2004
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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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@@ -1,8 +1,6 @@
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#ifndef LOW_LEVEL_WINDOW_H
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#ifndef LOW_LEVEL_WINDOW_H
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#define LOW_LEVEL_WINDOW_H
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#define LOW_LEVEL_WINDOW_H
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/* This handles low-level operations that OGL 1.x doesn't give us. */
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#include <set>
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#include <set>
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class DisplayResolution;
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class DisplayResolution;
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@@ -10,7 +8,7 @@ typedef set<DisplayResolution> DisplayResolutions;
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class VideoModeParams;
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class VideoModeParams;
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class RenderTarget;
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class RenderTarget;
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struct RenderTargetParam;
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struct RenderTargetParam;
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/** @brief Handle low-level operations that OGL 1.x doesn't give us. */
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class LowLevelWindow
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class LowLevelWindow
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{
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{
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public:
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public:
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@@ -46,8 +44,10 @@ public:
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#endif
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#endif
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/*
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/**
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* (c) 2003-2004 Glenn Maynard
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* @file
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* @author Glenn Maynard (c) 2003-2004
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|
* @section LICENSE
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||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
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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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||||||
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Reference in New Issue
Block a user