ResetToDefaultPlayerOptions, ResetToDefaultSongOptions
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@@ -1259,6 +1259,13 @@ void GameState::GetDefaultSongOptions( SongOptions &so )
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so.FromString( CommonMetrics::DEFAULT_MODIFIERS );
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}
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void GameState::ResetToDefaultSongOptions( ModsLevel l )
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{
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SongOptions so;
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GetDefaultSongOptions( so );
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m_SongOptions.Assign( l, so );
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}
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void GameState::ApplyPreferredModifiers( PlayerNumber pn, RString sModifiers )
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{
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m_pPlayerState[pn]->m_PlayerOptions.FromString( ModsLevel_Preferred, sModifiers );
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@@ -224,6 +224,7 @@ public:
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void GetDefaultPlayerOptions( PlayerOptions &po );
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void GetDefaultSongOptions( SongOptions &so );
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void ResetToDefaultSongOptions( ModsLevel l );
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void ApplyPreferredModifiers( PlayerNumber pn, RString sModifiers );
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void ApplyStageModifiers( PlayerNumber pn, RString sModifiers );
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void ResetOptions();
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@@ -89,6 +89,13 @@ void PlayerState::Update( float fDelta )
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m_fSecondsUntilAttacksPhasedOut = max( 0, m_fSecondsUntilAttacksPhasedOut - fDelta );
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}
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void PlayerState::ResetToDefaultPlayerOptions( ModsLevel l )
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{
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PlayerOptions po;
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GAMESTATE->GetDefaultPlayerOptions( po );
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m_PlayerOptions.Assign( l, po );
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}
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/* This is called to launch an attack, or to queue an attack if a.fStartSecond
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* is set. This is also called by GameState::Update when activating a queued attack. */
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void PlayerState::LaunchAttack( const Attack& a )
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@@ -25,6 +25,7 @@ public:
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MultiPlayer m_mp;
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void ResetToDefaultPlayerOptions( ModsLevel l );
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ModsGroup<PlayerOptions> m_PlayerOptions;
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//
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@@ -76,9 +76,7 @@ void ScreenPlayerOptions::Input( const InputEventPlus &input )
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if( GAMESTATE->IsHumanPlayer(pn) && CodeDetector::EnteredCode(input.GameI.controller,CODE_CANCEL_ALL_PLAYER_OPTIONS) )
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{
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// apply the game default mods, but not the Profile saved mods
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PlayerOptions po;
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GAMESTATE->GetDefaultPlayerOptions( po );
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GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
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GAMESTATE->m_pPlayerState[pn]->ResetToDefaultPlayerOptions( ModsLevel_Preferred );
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MESSAGEMAN->Broadcast( ssprintf("CancelAllP%i", pn+1) );
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