name cleanup: StyleDef -> Style
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@@ -222,7 +222,7 @@ void ScreenGameplay::Init()
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g_CurStageStats.pSong = NULL; // set in LoadNextSong
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g_CurStageStats.playMode = GAMESTATE->m_PlayMode;
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g_CurStageStats.pStyleDef = GAMESTATE->m_pCurStyleDef;
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g_CurStageStats.pStyle = GAMESTATE->m_pCurStyle;
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FOREACH_EnabledPlayer(p)
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{
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@@ -302,7 +302,7 @@ void ScreenGameplay::Init()
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FOREACH_EnabledPlayer(p)
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{
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float fPlayerX = (float) GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p];
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float fPlayerX = (float) GAMESTATE->GetCurrentStyle()->m_iCenterX[p];
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/* Perhaps this should be handled better by defining a new
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* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
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@@ -311,7 +311,7 @@ void ScreenGameplay::Init()
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if( PREFSMAN->m_bSoloSingle &&
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GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
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GAMESTATE->m_PlayMode != PLAY_MODE_RAVE &&
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GAMESTATE->GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_ONE_CREDIT )
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GAMESTATE->GetCurrentStyle()->m_StyleType == Style::ONE_PLAYER_ONE_CREDIT )
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fPlayerX = SCREEN_WIDTH/2;
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m_Player[p].SetX( fPlayerX );
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@@ -797,9 +797,9 @@ void ScreenGameplay::SetupSong( int p, int iSongIndex )
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NoteData pOriginalNoteData;
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GAMESTATE->m_pCurSteps[p]->GetNoteData( &pOriginalNoteData );
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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NoteData pNewNoteData;
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pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &pOriginalNoteData, &pNewNoteData );
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pStyle->GetTransformedNoteDataForStyle( (PlayerNumber)p, &pOriginalNoteData, &pNewNoteData );
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m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pCombinedLifeMeter, m_pPrimaryScoreDisplay[p], m_pSecondaryScoreDisplay[p], m_pInventory[p], m_pPrimaryScoreKeeper[p], m_pSecondaryScoreKeeper[p] );
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}
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@@ -1417,7 +1417,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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// update lights
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//
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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bool bBlinkCabinetLight[NUM_CABINET_LIGHTS];
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bool bBlinkGameButton[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
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ZERO( bBlinkCabinetLight );
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@@ -1453,7 +1453,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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if( bBlink )
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{
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StyleInput si( pn, t );
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GameInput gi = pStyleDef->StyleInputToGameInput( si );
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GameInput gi = pStyle->StyleInputToGameInput( si );
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bBlinkGameButton[gi.controller][gi.button] |= bBlink;
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}
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}
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@@ -1478,7 +1478,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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if( hn.iStartRow <= iSongRow && iSongRow <= hn.iEndRow )
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{
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StyleInput si( pn, hn.iTrack );
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GameInput gi = pStyleDef->StyleInputToGameInput( si );
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GameInput gi = pStyle->StyleInputToGameInput( si );
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bBlinkGameButton[gi.controller][gi.button] |= true;
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}
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}
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