Add win/lose BGAnimations
Clean up Attack data structures
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@@ -158,21 +158,26 @@ public:
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AttackLevel m_MaxAttackLevel[NUM_PLAYERS];
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CString m_sAttacks[NUM_PLAYERS][NUM_ATTACK_LEVELS][NUM_ATTACKS_PER_LEVEL];
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// used in PLAY_MODE_BATTLE
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CString m_sInventory[NUM_PLAYERS][NUM_INVENTORY_SLOTS];
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// used in PLAY_MODE_RAVE and PLAY_MODE_BATTLE
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struct ActiveAttack
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struct Attack
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{
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AttackLevel level;
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float fSecsRemaining;
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CString sModifier;
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bool IsBlank() { return sModifier.empty(); }
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void MakeBlank() { sModifier=""; }
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};
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ActiveAttack m_ActiveAttacks[NUM_PLAYERS][NUM_INVENTORY_SLOTS];
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Attack m_ActiveAttacks[NUM_PLAYERS][NUM_INVENTORY_SLOTS];
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// used in PLAY_MODE_BATTLE
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Attack m_Inventory[NUM_PLAYERS][NUM_INVENTORY_SLOTS];
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bool m_bActiveAttackEndedThisUpdate[NUM_PLAYERS]; // flag so we can play sounds
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void LaunchAttack( PlayerNumber target, ActiveAttack aa );
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void LaunchAttack( PlayerNumber target, Attack aa );
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void RebuildPlayerOptionsFromActiveAttacks( PlayerNumber pn );
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void RemoveAllActiveAttacks(); // called on end of song
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void RemoveAllInventory();
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int GetSumOfActiveAttackLevels( PlayerNumber pn );
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