Add win/lose BGAnimations
Clean up Attack data structures
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@@ -64,17 +64,17 @@ void ActiveItemList::Update( float fDelta )
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if( (int)fNowSeconds != (int)fLastSeconds )
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{
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GameState::ActiveAttack* sActiveAttacks = GAMESTATE->m_ActiveAttacks[m_PlayerNumber]; // NUM_INVENTORY_SLOTS
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GameState::Attack* sActiveAttacks = GAMESTATE->m_ActiveAttacks[m_PlayerNumber]; // NUM_INVENTORY_SLOTS
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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{
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GameState::ActiveAttack& aa = sActiveAttacks[s];
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GameState::Attack& a = sActiveAttacks[s];
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CString sDisplayText = aa.sModifier;
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CString sDisplayText = a.sModifier;
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if( sDisplayText == "" )
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m_text[s].SetText( "" );
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else
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{
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int iDisplaySecondsLeft = (int)(aa.fSecsRemaining+1);
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int iDisplaySecondsLeft = (int)(a.fSecsRemaining+1);
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m_text[s].SetText( ssprintf("%s %02d:%02d", sDisplayText.GetString(), iDisplaySecondsLeft/60, iDisplaySecondsLeft%60) );
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}
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}
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