name cleanup: "pNotes" -> "pSteps"
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@@ -179,7 +179,7 @@ void ScreenGameplay::Init()
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//
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// fill in m_apSongsQueue, m_apNotesQueue, m_asModifiersQueue
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// fill in m_apSongsQueue, m_vpStepsQueue, m_asModifiersQueue
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//
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if( GAMESTATE->IsCourseMode() )
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{
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@@ -209,11 +209,11 @@ void ScreenGameplay::Init()
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{
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Trail *pTrail = pCourse->GetTrail( st, GAMESTATE->m_PreferredCourseDifficulty[p] );
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m_apNotesQueue[p].clear();
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m_vpStepsQueue[p].clear();
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m_asModifiersQueue[p].clear();
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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{
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m_apNotesQueue[p].push_back( e->pNotes );
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m_vpStepsQueue[p].push_back( e->pSteps );
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AttackArray a;
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e->GetAttackArray( a );
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m_asModifiersQueue[p].push_back( a );
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@@ -226,7 +226,7 @@ void ScreenGameplay::Init()
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m_apSongsQueue.push_back( GAMESTATE->m_pCurSong );
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FOREACH_PlayerNumber(p)
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{
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m_apNotesQueue[p].push_back( GAMESTATE->m_pCurNotes[p] );
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m_vpStepsQueue[p].push_back( GAMESTATE->m_pCurNotes[p] );
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m_asModifiersQueue[p].push_back( AttackArray() );
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}
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}
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@@ -240,9 +240,9 @@ void ScreenGameplay::Init()
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FOREACH_EnabledPlayer(p)
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{
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ASSERT( !m_apNotesQueue[p].empty() );
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g_CurStageStats.pSteps[p] = m_apNotesQueue[p][0];
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g_CurStageStats.iMeter[p] = m_apNotesQueue[p][0]->GetMeter();
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ASSERT( !m_vpStepsQueue[p].empty() );
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g_CurStageStats.pSteps[p] = m_vpStepsQueue[p][0];
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g_CurStageStats.iMeter[p] = m_vpStepsQueue[p][0]->GetMeter();
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/* Record combo rollover. */
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g_CurStageStats.UpdateComboList( (PlayerNumber)p, 0, true );
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@@ -265,7 +265,7 @@ void ScreenGameplay::Init()
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{
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case PrefsManager::SCORING_MAX2:
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case PrefsManager::SCORING_5TH:
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m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2( m_apSongsQueue, m_apNotesQueue[p], m_asModifiersQueue[p], (PlayerNumber)p );
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m_pPrimaryScoreKeeper[p] = new ScoreKeeperMAX2( m_apSongsQueue, m_vpStepsQueue[p], m_asModifiersQueue[p], (PlayerNumber)p );
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break;
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default: ASSERT(0);
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}
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@@ -794,7 +794,7 @@ void ScreenGameplay::SetupSong( int p, int iSongIndex )
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/* This is the first beat that can be changed without it being visible. Until
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* we draw for the first time, any beat can be changed. */
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GAMESTATE->m_fLastDrawnBeat[p] = -100;
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GAMESTATE->m_pCurNotes[p] = m_apNotesQueue[p][iSongIndex];
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GAMESTATE->m_pCurNotes[p] = m_vpStepsQueue[p][iSongIndex];
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// Put course options into effect.
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GAMESTATE->m_ModsToApply[p].clear();
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