The usual.
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@@ -88,7 +88,7 @@ struct FontPageSettings
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{ }
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/**
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* @briefMap a range from a character map to glyphs.
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* @brief Map a range from a character map to glyphs.
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* @param sMapping the intended mapping.
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* @param iMapOffset the number of maps to offset.
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* @param iGlyphOffset the number of glyphs to offset.
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+32
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@@ -1,4 +1,4 @@
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/* ScreenGameplay - The music plays, the notes scroll, and the Player is pressing buttons. */
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/** @brief ScreenGameplay - The music plays, the notes scroll, and the Player is pressing buttons. */
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#ifndef SCREEN_GAMEPLAY_H
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#define SCREEN_GAMEPLAY_H
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@@ -46,11 +46,15 @@ public:
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void Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int iAddToDifficulty );
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void LoadDummyP1( int iDummyIndex, int iAddToDifficulty );
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/** @brief The player has lost all of their lives: show the special game over. */
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void ShowOniGameOver();
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MultiPlayer GetPlayerStateAndStageStatsIndex() { return m_pn == PLAYER_INVALID ? m_mp : (MultiPlayer)m_pn; }
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PlayerState *GetPlayerState();
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PlayerStageStats *GetPlayerStageStats();
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PlayerNumber GetStepsAndTrailIndex() { return m_pn == PLAYER_INVALID ? PLAYER_1 : m_pn; }
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/**
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* @brief Determine if the player information is enabled.
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* @return its success or failure. */
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bool IsEnabled();
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bool IsMultiPlayer() const { return m_mp != MultiPlayer_Invalid; }
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RString GetName() const
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@@ -66,13 +70,13 @@ public:
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// Lua
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void PushSelf( lua_State *L );
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PlayerNumber m_pn;
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MultiPlayer m_mp;
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bool m_bIsDummy;
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PlayerNumber m_pn;
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MultiPlayer m_mp;
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bool m_bIsDummy;
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int m_iDummyIndex;
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int m_iAddToDifficulty; // if > 0, use the Nth harder Steps
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bool m_bPlayerEnabled; // IsEnabled cache for iterators
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PlayerState m_PlayerStateDummy;
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bool m_bPlayerEnabled; // IsEnabled cache for iterators
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PlayerState m_PlayerStateDummy;
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PlayerStageStats m_PlayerStageStatsDummy;
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SoundEffectControl m_SoundEffectControl;
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@@ -83,8 +87,8 @@ public:
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BitmapText *m_ptextCourseSongNumber;
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BitmapText *m_ptextStepsDescription;
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ScoreDisplay *m_pPrimaryScoreDisplay;
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ScoreDisplay *m_pSecondaryScoreDisplay;
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ScoreDisplay *m_pPrimaryScoreDisplay;
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ScoreDisplay *m_pSecondaryScoreDisplay;
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ScoreKeeper *m_pPrimaryScoreKeeper;
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ScoreKeeper *m_pSecondaryScoreKeeper;
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BitmapText *m_ptextPlayerOptions;
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@@ -93,7 +97,10 @@ public:
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NoteData m_NoteData;
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Player *m_pPlayer;
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// used in PLAY_MODE_BATTLE
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/**
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* @brief The inventory of attacks.
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*
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* This is mainly used in PLAY_MODE_BATTLE. */
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Inventory *m_pInventory;
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StepsDisplay *m_pStepsDisplay;
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@@ -190,7 +197,11 @@ protected:
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bool m_bPaused;
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GameController m_PauseController;
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vector<Song*> m_apSongsQueue; // size may be >1 if playing a course
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/**
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* @brief The songs left to play.
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*
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* The size can be greater than 1 if playing a course. */
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vector<Song*> m_apSongsQueue;
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float m_fTimeSinceLastDancingComment; // this counter is only running while STATE_DANCING
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@@ -199,7 +210,8 @@ protected:
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Background *m_pSongBackground;
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Foreground *m_pSongForeground;
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Transition m_NextSong; // shows between songs in a course
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/** @brief Used between songs in a course to show the next song. */
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Transition m_NextSong;
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CombinedLifeMeter* m_pCombinedLifeMeter;
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@@ -218,7 +230,11 @@ protected:
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Transition m_Failed;
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Transition m_Toasty; // easter egg
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BitmapText m_textSurviveTime; // used in extra stage. TODO: Move this into a BGA
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/**
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* @brief How much time has the player survived in the extra stage?
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*
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* TODO: Move this into a BGA. */
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BitmapText m_textSurviveTime;
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AutoKeysounds m_AutoKeysounds;
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@@ -258,8 +274,10 @@ vector<PlayerInfo>::iterator GetNextVisiblePlayerInfo ( vector<PlayerInfo>::ite
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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/**
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* @file
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* @author Chris Danford, Glenn Maynard (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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